Merge pull request #8154 from Mailaender/lint-spawn

Added lint rules to detect bad spawn points in maps.
This commit is contained in:
Oliver Brakmann
2015-05-29 13:24:36 +02:00

View File

@@ -10,6 +10,7 @@
using System;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Lint
@@ -31,10 +32,25 @@ namespace OpenRA.Mods.Common.Lint
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);
var worldActor = map.Rules.Actors["world"];
var races = worldActor.Traits.WithInterface<CountryInfo>().Select(c => c.Race);
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));
if (worldActor.Traits.Contains<MPStartLocationsInfo>())
{
var multiPlayers = players.Where(p => p.Value.Playable).Count();
var spawns = map.ActorDefinitions.Where(a => a.Value.Value == "mpspawn");
var spawnCount = spawns.Count();
if (multiPlayers > spawnCount)
emitError("The map allows {0} possible players, but defines only {1} spawn points".F(multiPlayers, spawnCount));
if (map.SpawnPoints.Value.Distinct().Count() != spawnCount)
emitError("Duplicate spawn point locations detected.");
}
}
}
}