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OpenRA/OpenRA.Mods.Common/UpdateRules/UpdateRule.cs
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Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 21:46:54 +08:00

57 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System.Collections.Generic;
namespace OpenRA.Mods.Common.UpdateRules
{
public abstract class UpdateRule
{
public abstract string Name { get; }
public abstract string Description { get; }
/// <summary>Defines a transformation that is run on each top-level node in a yaml file set.</summary>
/// <returns>An enumerable of manual steps to be run by the user.</returns>
public delegate IEnumerable<string> TopLevelNodeTransform(ModData modData, MiniYamlNodeBuilder node);
/// <summary>Defines a transformation that is run on each widget node in a chrome yaml file set.</summary>
/// <returns>An enumerable of manual steps to be run by the user.</returns>
public delegate IEnumerable<string> ChromeNodeTransform(ModData modData, MiniYamlNodeBuilder widgetNode);
public virtual IEnumerable<string> UpdateActorNode(ModData modData, MiniYamlNodeBuilder actorNode) { yield break; }
public virtual IEnumerable<string> UpdateWeaponNode(ModData modData, MiniYamlNodeBuilder weaponNode) { yield break; }
public virtual IEnumerable<string> UpdateSequenceNode(ModData modData, MiniYamlNodeBuilder sequenceNode) { yield break; }
public virtual IEnumerable<string> UpdateChromeNode(ModData modData, MiniYamlNodeBuilder chromeNode) { yield break; }
public virtual IEnumerable<string> UpdateTilesetNode(ModData modData, MiniYamlNodeBuilder tilesetNode) { yield break; }
public virtual IEnumerable<string> UpdateChromeProviderNode(ModData modData, MiniYamlNodeBuilder chromeProviderNode) { yield break; }
public virtual IEnumerable<string> UpdateMapActorNode(ModData modData, MiniYamlNodeBuilder actorNode) { yield break; }
public virtual IEnumerable<string> BeforeUpdate(ModData modData) { yield break; }
public virtual IEnumerable<string> AfterUpdate(ModData modData) { yield break; }
}
// These aren't part of the UpdateRule class as to avoid premature yaml merge crashes when updating maps.
public interface IBeforeUpdateActors
{
IEnumerable<string> BeforeUpdateActors(ModData modData, List<MiniYamlNodeBuilder> resolvedActors) { yield break; }
}
public interface IBeforeUpdateWeapons
{
IEnumerable<string> BeforeUpdateWeapons(ModData modData, List<MiniYamlNodeBuilder> resolvedWeapons) { yield break; }
}
public interface IBeforeUpdateSequences
{
IEnumerable<string> BeforeUpdateSequences(ModData modData, List<MiniYamlNodeBuilder> resolvedImages) { yield break; }
}
}