UpgradeWeaponRules() static private méthode

static private UpgradeWeaponRules ( ModData modData, int engineVersion, List &nodes, MiniYamlNode parent, int depth ) : void
modData ModData
engineVersion int
nodes List
parent MiniYamlNode
depth int
Résultat void
Exemple #1
0
        public void Run(ModData modData, string[] args)
        {
            // HACK: The engine code assumes that Game.modData is set.
            Game.modData = modData;
            Game.modData.MapCache.LoadMaps();

            var engineDate = Exts.ParseIntegerInvariant(args[1]);

            Console.WriteLine("Processing Rules:");
            foreach (var filename in Game.modData.Manifest.Rules)
            {
                Console.WriteLine("\t" + filename);
                var yaml = MiniYaml.FromFile(filename);
                UpgradeRules.UpgradeActorRules(engineDate, ref yaml, null, 0);

                using (var file = new StreamWriter(filename))
                    file.WriteLine(yaml.WriteToString());
            }

            Console.WriteLine("Processing Weapons:");
            foreach (var filename in Game.modData.Manifest.Weapons)
            {
                Console.WriteLine("\t" + filename);
                var yaml = MiniYaml.FromFile(filename);
                UpgradeRules.UpgradeWeaponRules(engineDate, ref yaml, null, 0);

                using (var file = new StreamWriter(filename))
                    file.WriteLine(yaml.WriteToString());
            }

            Console.WriteLine("Processing Tilesets:");
            foreach (var filename in Game.modData.Manifest.TileSets)
            {
                Console.WriteLine("\t" + filename);
                var yaml = MiniYaml.FromFile(filename);
                UpgradeRules.UpgradeTileset(engineDate, ref yaml, null, 0);

                using (var file = new StreamWriter(filename))
                    file.WriteLine(yaml.WriteToString());
            }

            Console.WriteLine("Processing Maps:");
            var maps = Game.modData.MapCache
                       .Where(m => m.Status == MapStatus.Available)
                       .Select(m => m.Map);

            foreach (var map in maps)
            {
                Console.WriteLine("\t" + map.Path);
                UpgradeRules.UpgradeActorRules(engineDate, ref map.RuleDefinitions, null, 0);
                UpgradeRules.UpgradeWeaponRules(engineDate, ref map.WeaponDefinitions, null, 0);
                map.Save(map.Path);
            }
        }
        public void Run(ModData modData, string[] args)
        {
            // HACK: The engine code assumes that Game.modData is set.
            Game.ModData = modData;

            var map        = new Map(args[1]);
            var engineDate = Exts.ParseIntegerInvariant(args[2]);

            UpgradeRules.UpgradeWeaponRules(engineDate, ref map.WeaponDefinitions, null, 0);
            UpgradeRules.UpgradeActorRules(engineDate, ref map.RuleDefinitions, null, 0);
            map.Save(args[1]);
        }