Reorganize PlayerReference loading to enable upgrade rules for them.

The PlayerReference definitions are now stored
as raw MiniYamlNodes in the map.
This commit is contained in:
penev92
2015-04-19 19:55:33 +03:00
parent fe8b3d91b1
commit 2402b56da7
17 changed files with 181 additions and 117 deletions

View File

@@ -18,19 +18,21 @@ namespace OpenRA.Mods.Common.Lint
{
public void Run(Action<string> emitError, Action<string> emitWarning, Map map)
{
var playerNames = map.Players.Values.Select(p => p.Name);
foreach (var player in map.Players)
var players = new MapPlayers(map.PlayerDefinitions).Players;
var playerNames = players.Values.Select(p => p.Name);
foreach (var player in players)
foreach (var ally in player.Value.Allies)
if (!playerNames.Contains(ally))
emitError("Allies contains player {0} that is not in list.".F(ally));
foreach (var player in map.Players)
foreach (var player in players)
foreach (var enemy in player.Value.Enemies)
if (!playerNames.Contains(enemy))
emitError("Enemies contains player {0} that is not in list.".F(enemy));
var races = map.Rules.Actors["world"].Traits.WithInterface<CountryInfo>().Select(c => c.Race);
foreach (var player in map.Players)
foreach (var player in players)
if (!string.IsNullOrWhiteSpace(player.Value.Race) && player.Value.Race != "Random" && !races.Contains(player.Value.Race))
emitError("Invalid race {0} chosen for player {1}.".F(player.Value.Race, player.Value.Name));
}