actually working custom lint passes

This commit is contained in:
Chris Forbes
2011-04-05 21:56:31 +12:00
parent 55c609ee16
commit 24a205d992
5 changed files with 273 additions and 229 deletions

View File

@@ -84,6 +84,14 @@ namespace OpenRA
return ctor.Invoke( a ); return ctor.Invoke( a );
} }
public IEnumerable<Type> GetTypesImplementing<T>()
{
var it = typeof(T);
return ModAssemblies.Select( ma => ma.First ).Distinct()
.SelectMany(ma => ma.GetTypes()
.Where(t => t != it && it.IsAssignableFrom(t)));
}
[AttributeUsage( AttributeTargets.Parameter )] [AttributeUsage( AttributeTargets.Parameter )]
public class ParamAttribute : Attribute public class ParamAttribute : Attribute
{ {

View File

@@ -14,162 +14,164 @@ using OpenRA.FileFormats;
using OpenRA.GameRules; using OpenRA.GameRules;
using OpenRA.Graphics; using OpenRA.Graphics;
using OpenRA.Network; using OpenRA.Network;
using System;
namespace OpenRA.Traits namespace OpenRA.Traits
{ {
// depends on the order of pips in WorldRenderer.cs! // depends on the order of pips in WorldRenderer.cs!
public enum PipType { Transparent, Green, Yellow, Red, Gray }; public enum PipType { Transparent, Green, Yellow, Red, Gray };
public enum TagType { None, Fake, Primary }; public enum TagType { None, Fake, Primary };
public enum Stance { Enemy, Neutral, Ally }; public enum Stance { Enemy, Neutral, Ally };
public class AttackInfo public class AttackInfo
{ {
public Actor Attacker; public Actor Attacker;
public WarheadInfo Warhead; public WarheadInfo Warhead;
public int Damage; public int Damage;
public DamageState DamageState; public DamageState DamageState;
public DamageState PreviousDamageState; public DamageState PreviousDamageState;
public bool DamageStateChanged; public bool DamageStateChanged;
public int PreviousHealth; public int PreviousHealth;
public int Health; public int Health;
}
public interface ITick { void Tick(Actor self); }
public interface IRender { IEnumerable<Renderable> Render(Actor self); }
public interface IIssueOrder
{
IEnumerable<IOrderTargeter> Orders { get; }
Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued );
}
public interface IOrderTargeter
{
string OrderID { get; }
int OrderPriority { get; }
bool CanTargetActor( Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueue, ref string cursor );
bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueue, bool forceMove, ref string cursor);
bool IsQueued { get; }
}
public interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
public interface IValidateOrder { bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order);
} }
public interface IOrderCursor { string CursorForOrder(Actor self, Order order); }
public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
public interface ICustomUnitOrderGenerator : IOrderGenerator {};
public interface INotifySold { void Selling( Actor self ); void Sold( Actor self ); }
public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); }
public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); }
public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
public interface INotifyOtherCaptured { void OnActorCaptured(Actor self, Actor captured, Actor captor, Player oldOwner, Player newOwner); }
public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
public interface IStoreOre { int Capacity { get; }}
public interface IToolTip
{
string Name();
Player Owner();
Stance Stance();
}
public interface IDisable { bool Disabled { get; } } public interface ITick { void Tick(Actor self); }
public interface IExplodeModifier { bool ShouldExplode(Actor self); } public interface IRender { IEnumerable<Renderable> Render(Actor self); }
public interface INudge { void OnNudge(Actor self, Actor nudger); }
public interface IRadarSignature public interface IIssueOrder
{ {
IEnumerable<int2> RadarSignatureCells(Actor self); IEnumerable<IOrderTargeter> Orders { get; }
Color RadarSignatureColor(Actor self); Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued);
} }
public interface IVisibilityModifier { bool IsVisible(Actor self); } public interface IOrderTargeter
public interface IRadarColorModifier { Color RadarColorOverride(Actor self); } {
public interface IHasLocation string OrderID { get; }
{ int OrderPriority { get; }
int2 PxPosition { get; } bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueue, ref string cursor);
} bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceQueue, bool forceMove, ref string cursor);
bool IsQueued { get; }
}
public enum SubCell public interface IResolveOrder { void ResolveOrder(Actor self, Order order); }
{ public interface IValidateOrder { bool OrderValidation(OrderManager orderManager, World world, int clientId, Order order); }
FullCell, public interface IOrderCursor { string CursorForOrder(Actor self, Order order); }
TopLeft, public interface IOrderVoice { string VoicePhraseForOrder(Actor self, Order order); }
TopRight, public interface ICustomUnitOrderGenerator : IOrderGenerator { };
Center, public interface INotifySold { void Selling(Actor self); void Sold(Actor self); }
BottomLeft, public interface INotifyDamage { void Damaged(Actor self, AttackInfo e); }
BottomRight public interface INotifyAppliedDamage { void AppliedDamage(Actor self, Actor damaged, AttackInfo e); }
} public interface INotifyBuildComplete { void BuildingComplete(Actor self); }
public interface INotifyProduction { void UnitProduced(Actor self, Actor other, int2 exit); }
public interface INotifyCapture { void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner); }
public interface INotifyOtherCaptured { void OnActorCaptured(Actor self, Actor captured, Actor captor, Player oldOwner, Player newOwner); }
public interface IAcceptSpy { void OnInfiltrate(Actor self, Actor spy); }
public interface IStoreOre { int Capacity { get; } }
public interface IToolTip
{
string Name();
Player Owner();
Stance Stance();
}
public interface IOccupySpace : IHasLocation public interface IDisable { bool Disabled { get; } }
{ public interface IExplodeModifier { bool ShouldExplode(Actor self); }
int2 TopLeft { get; } public interface INudge { void OnNudge(Actor self, Actor nudger); }
IEnumerable<Pair<int2, SubCell>> OccupiedCells();
}
public static class IOccupySpaceExts public interface IRadarSignature
{ {
public static int2 NearestCellTo( this IOccupySpace ios, int2 other ) IEnumerable<int2> RadarSignatureCells(Actor self);
{ Color RadarSignatureColor(Actor self);
var nearest = ios.TopLeft; }
var nearestDistance = int.MaxValue;
foreach( var cell in ios.OccupiedCells() )
{
var dist = ( other - cell.First ).LengthSquared;
if( dist < nearestDistance )
{
nearest = cell.First;
nearestDistance = dist;
}
}
return nearest;
}
}
public interface INotifyAttack { void Attacking(Actor self, Target target); } public interface IVisibilityModifier { bool IsVisible(Actor self); }
public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); } public interface IRadarColorModifier { Color RadarColorOverride(Actor self); }
public interface IHasLocation
{
int2 PxPosition { get; }
}
public enum SubCell
{
FullCell,
TopLeft,
TopRight,
Center,
BottomLeft,
BottomRight
}
public interface IOccupySpace : IHasLocation
{
int2 TopLeft { get; }
IEnumerable<Pair<int2, SubCell>> OccupiedCells();
}
public static class IOccupySpaceExts
{
public static int2 NearestCellTo(this IOccupySpace ios, int2 other)
{
var nearest = ios.TopLeft;
var nearestDistance = int.MaxValue;
foreach (var cell in ios.OccupiedCells())
{
var dist = (other - cell.First).LengthSquared;
if (dist < nearestDistance)
{
nearest = cell.First;
nearestDistance = dist;
}
}
return nearest;
}
}
public interface INotifyAttack { void Attacking(Actor self, Target target); }
public interface IRenderModifier { IEnumerable<Renderable> ModifyRender(Actor self, IEnumerable<Renderable> r); }
public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); } public interface IDamageModifier { float GetDamageModifier(Actor attacker, WarheadInfo warhead); }
public interface ISpeedModifier { decimal GetSpeedModifier(); } public interface ISpeedModifier { decimal GetSpeedModifier(); }
public interface IFirepowerModifier { float GetFirepowerModifier(); } public interface IFirepowerModifier { float GetFirepowerModifier(); }
public interface ISelectionColorModifier { Color GetSelectionColorModifier(Actor self, Color defaultColor); } public interface ISelectionColorModifier { Color GetSelectionColorModifier(Actor self, Color defaultColor); }
public interface IPalette { void InitPalette( WorldRenderer wr ); } public interface IPalette { void InitPalette(WorldRenderer wr); }
public interface IPaletteModifier { void AdjustPalette(Dictionary<string,Palette> b); } public interface IPaletteModifier { void AdjustPalette(Dictionary<string, Palette> b); }
public interface IPips { IEnumerable<PipType> GetPips(Actor self); } public interface IPips { IEnumerable<PipType> GetPips(Actor self); }
public interface ITags { IEnumerable<TagType> GetTags(); } public interface ITags { IEnumerable<TagType> GetTags(); }
public interface ISelectionBar { float GetValue(); Color GetColor(); } public interface ISelectionBar { float GetValue(); Color GetColor(); }
public interface ITeleportable : IHasLocation /* crap name! */ public interface ITeleportable : IHasLocation /* crap name! */
{ {
bool CanEnterCell(int2 location); bool CanEnterCell(int2 location);
void SetPosition(Actor self, int2 cell); void SetPosition(Actor self, int2 cell);
void SetPxPosition(Actor self, int2 px); void SetPxPosition(Actor self, int2 px);
void AdjustPxPosition(Actor self, int2 px); /* works like SetPxPosition, but visual only */ void AdjustPxPosition(Actor self, int2 px); /* works like SetPxPosition, but visual only */
} }
public interface IMove : ITeleportable public interface IMove : ITeleportable
{ {
int Altitude { get; set; } int Altitude { get; set; }
} }
public interface IFacing public interface IFacing
{ {
int ROT { get; } int ROT { get; }
int Facing { get; set; } int Facing { get; set; }
int InitialFacing { get; } int InitialFacing { get; }
} }
public interface ICrushable public interface ICrushable
{ {
void OnCrush(Actor crusher); void OnCrush(Actor crusher);
IEnumerable<string> CrushClasses { get; } IEnumerable<string> CrushClasses { get; }
} }
public struct Renderable public struct Renderable
{ {
public readonly Sprite Sprite; public readonly Sprite Sprite;
public readonly float2 Pos; public readonly float2 Pos;
public readonly string Palette; public readonly string Palette;
public readonly int Z; public readonly int Z;
public readonly int ZOffset; public readonly int ZOffset;
public float Scale; public float Scale;
public Renderable(Sprite sprite, float2 pos, string palette, int z, int zOffset, float scale) public Renderable(Sprite sprite, float2 pos, string palette, int z, int zOffset, float scale)
{ {
@@ -190,52 +192,57 @@ namespace OpenRA.Traits
public Renderable WithScale(float newScale) { return new Renderable(Sprite, Pos, Palette, Z, ZOffset, newScale); } public Renderable WithScale(float newScale) { return new Renderable(Sprite, Pos, Palette, Z, ZOffset, newScale); }
public Renderable WithPalette(string newPalette) { return new Renderable(Sprite, Pos, newPalette, Z, ZOffset, Scale); } public Renderable WithPalette(string newPalette) { return new Renderable(Sprite, Pos, newPalette, Z, ZOffset, Scale); }
public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, Z, newOffset, Scale); } public Renderable WithZOffset(int newOffset) { return new Renderable(Sprite, Pos, Palette, Z, newOffset, Scale); }
public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, Z, ZOffset, Scale); } public Renderable WithPos(float2 newPos) { return new Renderable(Sprite, newPos, Palette, Z, ZOffset, Scale); }
} }
public interface ITraitInfo { object Create(ActorInitializer init); } public interface ITraitInfo { object Create(ActorInitializer init); }
public class TraitInfo<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } } public class TraitInfo<T> : ITraitInfo where T : new() { public virtual object Create(ActorInitializer init) { return new T(); } }
public interface ITraitPrerequisite<T> where T : ITraitInfo { } public interface ITraitPrerequisite<T> where T : ITraitInfo { }
public interface INotifySelection { void SelectionChanged(); } public interface INotifySelection { void SelectionChanged(); }
public interface IWorldLoaded { void WorldLoaded(World w); } public interface IWorldLoaded { void WorldLoaded(World w); }
public interface ICreatePlayers { void CreatePlayers(World w); } public interface ICreatePlayers { void CreatePlayers(World w); }
public interface IBotInfo { string Name { get; } } public interface IBotInfo { string Name { get; } }
public interface IBot public interface IBot
{ {
void Activate(Player p); void Activate(Player p);
IBotInfo Info { get; } IBotInfo Info { get; }
} }
public interface IActivity public interface IActivity
{ {
IActivity Tick(Actor self); IActivity Tick(Actor self);
void Cancel(Actor self); void Cancel(Actor self);
void Queue(IActivity activity); void Queue(IActivity activity);
IEnumerable<float2> GetCurrentPath(); IEnumerable<float2> GetCurrentPath();
} }
public interface IRenderOverlay { void Render( WorldRenderer wr ); } public interface IRenderOverlay { void Render(WorldRenderer wr); }
public interface INotifyIdle { void TickIdle(Actor self); } public interface INotifyIdle { void TickIdle(Actor self); }
public interface IBlocksBullets { } public interface IBlocksBullets { }
public interface IPostRender { void RenderAfterWorld(WorldRenderer wr, Actor self); } public interface IPostRender { void RenderAfterWorld(WorldRenderer wr, Actor self); }
public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr, Actor self); } public interface IPostRenderSelection { void RenderAfterWorld(WorldRenderer wr, Actor self); }
public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); } public interface IPreRenderSelection { void RenderBeforeWorld(WorldRenderer wr, Actor self); }
public interface IRenderAsTerrain { IEnumerable<Renderable> RenderAsTerrain(Actor self); } public interface IRenderAsTerrain { IEnumerable<Renderable> RenderAsTerrain(Actor self); }
public interface ITargetable public interface ITargetable
{ {
string[] TargetTypes { get; } string[] TargetTypes { get; }
IEnumerable<int2> TargetableCells( Actor self ); IEnumerable<int2> TargetableCells(Actor self);
bool TargetableBy(Actor self, Actor byActor); bool TargetableBy(Actor self, Actor byActor);
} }
public interface INotifyStanceChanged { void StanceChanged(Actor self, Player a, Player b, public interface INotifyStanceChanged
Stance oldStance, Stance newStance); } {
void StanceChanged(Actor self, Player a, Player b,
Stance oldStance, Stance newStance);
}
public interface ILintPass { void Run(Action<string> emitError); }
} }

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@@ -0,0 +1,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class LintBuildablePrerequisites : ILintPass
{
public void Run(Action<string> emitError)
{
emitError("Hello World");
}
}
}

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@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="3.5" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup> <PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
@@ -63,6 +63,7 @@
<Compile Include="Air\FlyCircle.cs" /> <Compile Include="Air\FlyCircle.cs" />
<Compile Include="Buildings\Sellable.cs" /> <Compile Include="Buildings\Sellable.cs" />
<Compile Include="Effects\CashTick.cs" /> <Compile Include="Effects\CashTick.cs" />
<Compile Include="Lint\LintBuildablePrerequisites.cs" />
<Compile Include="ProductionBar.cs" /> <Compile Include="ProductionBar.cs" />
<Compile Include="Render\RenderEditorOnly.cs" /> <Compile Include="Render\RenderEditorOnly.cs" />
<Compile Include="SmokeTrailWhenDamaged.cs" /> <Compile Include="SmokeTrailWhenDamaged.cs" />

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@@ -30,6 +30,7 @@ namespace RALint
static int Main(string[] args) static int Main(string[] args)
{ {
Console.WriteLine("This is teh sucks");
try try
{ {
// bind some nonfatal error handling into FieldLoader, so we don't just *explode*. // bind some nonfatal error handling into FieldLoader, so we don't just *explode*.
@@ -44,6 +45,17 @@ namespace RALint
foreach (var traitInfo in actorInfo.Value.Traits.WithInterface<ITraitInfo>()) foreach (var traitInfo in actorInfo.Value.Traits.WithInterface<ITraitInfo>())
CheckTrait(actorInfo.Value, traitInfo); CheckTrait(actorInfo.Value, traitInfo);
foreach (var customPassType in Game.modData.ObjectCreator
.GetTypesImplementing<ILintPass>())
{
var customPass = (ILintPass)Game.modData.ObjectCreator
.CreateBasic(customPassType);
Console.WriteLine("CustomPass: {0}".F(customPassType.ToString()));
customPass.Run(EmitError);
}
if (errors > 0) if (errors > 0)
{ {
Console.WriteLine("Errors: {0}", errors); Console.WriteLine("Errors: {0}", errors);