Fix lint error formatting
This commit is contained in:
committed by
Matthias Mailänder
parent
3188532e59
commit
1ac6912c2a
@@ -50,11 +50,11 @@ 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($"Allies contains player {ally} that is not in list.");
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emitError($"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($"Enemies contains player {enemy} that is not in list.");
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emitError($"Enemies contains player `{enemy}` that is not in list.");
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if (player.Playable)
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playablePlayerFound = true;
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@@ -63,15 +63,15 @@ namespace OpenRA.Mods.Common.Lint
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{
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worldOwnerFound = true;
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if (player.Enemies.Length > 0 || player.Allies.Length > 0)
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emitWarning($"The player {player.Name} owning the world should not have any allies or enemies.");
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emitWarning($"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($"The player {player.Name} owning the world can't be playable.");
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emitError($"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($"The player {player.Name} must specify LockFaction: True.");
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emitError($"The player `{player.Name}` must specify LockFaction: True.");
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}
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}
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@@ -84,13 +84,13 @@ 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($"Invalid faction {player.Faction} chosen for player {player.Name}.");
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emitError($"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($"The map allows {playerCount} possible players, but defines only {spawnPoints.Length} spawn points");
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emitError($"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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