Moves Lint checks to Mods.Common
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51
OpenRA.Mods.Common/Lint/LintBuildablePrerequisites.cs
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51
OpenRA.Mods.Common/Lint/LintBuildablePrerequisites.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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class LintBuildablePrerequisites : ILintPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, Map map)
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{
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// Buildings provide their actor names as a prerequisite
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var buildingPrereqs = map.Rules.Actors.Where(a => a.Value.Traits.Contains<BuildingInfo>())
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.Select(a => a.Key);
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// ProvidesCustomPrerequisite allows arbitrary prereq definitions
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var customPrereqs = map.Rules.Actors.SelectMany(a => a.Value.Traits
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.WithInterface<ProvidesCustomPrerequisiteInfo>())
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.Select(p => p.Prerequisite);
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// ProvidesTechPrerequisite allows arbitrary prereq definitions
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// (but only one group at a time during gameplay)
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var techPrereqs = map.Rules.Actors.SelectMany(a => a.Value.Traits
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.WithInterface<ProvidesTechPrerequisiteInfo>())
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.SelectMany(p => p.Prerequisites);
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var providedPrereqs = buildingPrereqs.Concat(customPrereqs).Concat(techPrereqs);
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// TODO: this check is case insensitive while the real check in-game is not
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foreach (var i in map.Rules.Actors)
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{
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var bi = i.Value.Traits.GetOrDefault<BuildableInfo>();
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if (bi != null)
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foreach (var prereq in bi.Prerequisites)
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if (!prereq.StartsWith("~disabled"))
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if (!providedPrereqs.Contains(prereq.Replace("!", "").Replace("~", "")))
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emitError("Buildable actor {0} has prereq {1} not provided by anything.".F(i.Key, prereq));
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}
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}
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}
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}
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