diff --git a/OpenRA.Mods.Common/Lint/CheckPlayers.cs b/OpenRA.Mods.Common/Lint/CheckPlayers.cs index c84e9c4721..39d43f89b8 100644 --- a/OpenRA.Mods.Common/Lint/CheckPlayers.cs +++ b/OpenRA.Mods.Common/Lint/CheckPlayers.cs @@ -22,6 +22,7 @@ namespace OpenRA.Mods.Common.Lint public void Run(Action emitError, Action emitWarning, Map map) { var players = new MapPlayers(map.PlayerDefinitions).Players; + var worldOwnerFound = false; var playerNames = players.Values.Select(p => p.Name).ToHashSet(); foreach (var player in players.Values) @@ -34,10 +35,20 @@ namespace OpenRA.Mods.Common.Lint if (!playerNames.Contains(enemy)) emitError("Enemies contains player {0} that is not in list.".F(enemy)); - if (player.OwnsWorld && (player.Enemies.Any() || player.Allies.Any())) - emitWarning("The player {0} owning the world should not have any allies or enemies.".F(player.Name)); + if (player.OwnsWorld) + { + worldOwnerFound = true; + if (player.Enemies.Any() || player.Allies.Any()) + emitWarning("The player {0} owning the world should not have any allies or enemies.".F(player.Name)); + + if (player.Playable) + emitError("The player {0} owning the world can't be playable.".F(player.Name)); + } } + if (!worldOwnerFound) + emitError("Found no player owning the world."); + var worldActor = map.Rules.Actors["world"]; var factions = worldActor.TraitInfos().Select(f => f.InternalName).ToHashSet(); diff --git a/OpenRA.Mods.Common/Traits/World/CreateMPPlayers.cs b/OpenRA.Mods.Common/Traits/World/CreateMPPlayers.cs index 706bbe69ac..70d3ba1a74 100644 --- a/OpenRA.Mods.Common/Traits/World/CreateMPPlayers.cs +++ b/OpenRA.Mods.Common/Traits/World/CreateMPPlayers.cs @@ -9,6 +9,7 @@ */ #endregion +using System; using System.Collections.Generic; using System.Linq; using OpenRA.Network; @@ -25,16 +26,24 @@ namespace OpenRA.Mods.Common.Traits { var players = new MapPlayers(w.Map.PlayerDefinitions).Players; var worldPlayers = new List(); + var worldOwnerFound = false; // Create the unplayable map players -- neutral, shellmap, scripted, etc. foreach (var kv in players.Where(p => !p.Value.Playable)) { var player = new Player(w, null, kv.Value); worldPlayers.Add(player); + if (kv.Value.OwnsWorld) + { + worldOwnerFound = true; w.SetWorldOwner(player); + } } + if (!worldOwnerFound) + throw new InvalidOperationException("Map {0} does not define a player actor owning the world.".F(w.Map.Title)); + Player localPlayer = null; // Create the regular playable players.