Replace F extension with string interpolation
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@@ -49,25 +49,25 @@ namespace OpenRA.Mods.Common.Lint
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{
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foreach (var ally in player.Allies)
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if (!playerNames.Contains(ally))
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emitError("Allies contains player {0} that is not in list.".F(ally));
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emitError($"Allies contains player {ally} that is not in list.");
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foreach (var enemy in player.Enemies)
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if (!playerNames.Contains(enemy))
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emitError("Enemies contains player {0} that is not in list.".F(enemy));
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emitError($"Enemies contains player {enemy} that is not in list.");
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if (player.OwnsWorld)
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{
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worldOwnerFound = true;
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if (player.Enemies.Any() || player.Allies.Any())
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emitWarning("The player {0} owning the world should not have any allies or enemies.".F(player.Name));
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emitWarning($"The player {player.Name} owning the world should not have any allies or enemies.");
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if (player.Playable)
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emitError("The player {0} owning the world can't be playable.".F(player.Name));
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emitError($"The player {player.Name} owning the world can't be playable.");
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}
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else if (visibility == MapVisibility.MissionSelector && player.Playable && !player.LockFaction)
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{
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// Missions must lock the faction of the player to force the server to override the default Random faction
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emitError("The player {0} must specify LockFaction: True.".F(player.Name));
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emitError($"The player {player.Name} must specify LockFaction: True.");
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}
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}
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@@ -77,13 +77,13 @@ namespace OpenRA.Mods.Common.Lint
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var factions = worldActorInfo.TraitInfos<FactionInfo>().Select(f => f.InternalName).ToHashSet();
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foreach (var player in players.Players.Values)
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if (!string.IsNullOrWhiteSpace(player.Faction) && !factions.Contains(player.Faction))
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emitError("Invalid faction {0} chosen for player {1}.".F(player.Faction, player.Name));
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emitError($"Invalid faction {player.Faction} chosen for player {player.Name}.");
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if (worldActorInfo.HasTraitInfo<MapStartingLocationsInfo>())
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{
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var playerCount = players.Players.Count(p => p.Value.Playable);
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if (playerCount > spawnPoints.Length)
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emitError("The map allows {0} possible players, but defines only {1} spawn points".F(playerCount, spawnPoints.Length));
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emitError($"The map allows {playerCount} possible players, but defines only {spawnPoints.Length} spawn points");
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if (spawnPoints.Distinct().Count() != spawnPoints.Length)
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emitError("Duplicate spawn point locations detected.");
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