Moves Lint checks to Mods.Common
This commit is contained in:
@@ -1,68 +0,0 @@
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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.Reflection;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class CheckActorReferences : ILintPass
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{
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Action<string> emitError;
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public void Run(Action<string> emitError, Action<string> emitWarning, Map map)
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{
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this.emitError = emitError;
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foreach (var actorInfo in map.Rules.Actors)
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foreach (var traitInfo in actorInfo.Value.Traits.WithInterface<ITraitInfo>())
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CheckTrait(actorInfo.Value, traitInfo, map);
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}
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void CheckTrait(ActorInfo actorInfo, ITraitInfo traitInfo, Map map)
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{
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var actualType = traitInfo.GetType();
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foreach (var field in actualType.GetFields())
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{
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if (field.HasAttribute<ActorReferenceAttribute>())
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CheckReference(actorInfo, traitInfo, field, map.Rules.Actors, "actor");
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if (field.HasAttribute<WeaponReferenceAttribute>())
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CheckReference(actorInfo, traitInfo, field, map.Rules.Weapons, "weapon");
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if (field.HasAttribute<VoiceReferenceAttribute>())
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CheckReference(actorInfo, traitInfo, field, map.Rules.Voices, "voice");
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}
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}
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string[] GetFieldValues(ITraitInfo traitInfo, FieldInfo fieldInfo)
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{
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var type = fieldInfo.FieldType;
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if (type == typeof(string))
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return new string[] { (string)fieldInfo.GetValue(traitInfo) };
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if (type == typeof(string[]))
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return (string[])fieldInfo.GetValue(traitInfo);
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emitError("Bad type for reference on {0}.{1}. Supported types: string, string[]"
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.F(traitInfo.GetType().Name, fieldInfo.Name));
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return new string[] { };
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}
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void CheckReference<T>(ActorInfo actorInfo, ITraitInfo traitInfo, FieldInfo fieldInfo,
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IReadOnlyDictionary<string, T> dict, string type)
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{
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var values = GetFieldValues(traitInfo, fieldInfo);
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foreach (var v in values)
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if (v != null && !dict.ContainsKey(v.ToLowerInvariant()))
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emitError("{0}.{1}.{2}: Missing {3} `{4}`."
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.F(actorInfo.Name, traitInfo.GetType().Name, fieldInfo.Name, type, v));
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}
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}
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}
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@@ -1,27 +0,0 @@
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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.Traits;
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namespace OpenRA.Mods.RA
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{
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public class CheckActors : 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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var actorTypes = map.Actors.Value.Values.Select(a => a.Type);
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foreach (var actor in actorTypes)
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if (!map.Rules.Actors.Keys.Contains(actor.ToLowerInvariant()))
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emitError("Actor {0} is not defined by any rule.".F(actor));
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}
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}
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}
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@@ -1,28 +0,0 @@
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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.Traits;
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namespace OpenRA.Mods.RA
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{
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public class CheckMapCordon : 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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if (map.Bounds.Left == 0 || map.Bounds.Top == 0
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|| map.Bounds.Right == map.MapSize.X || map.Bounds.Bottom == map.MapSize.Y)
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emitError("This map does not define a valid cordon.\n"
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+ "A one cell (or greater) border is required on all four sides "
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+ "between the playable bounds and the map edges");
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}
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}
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}
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@@ -1,30 +0,0 @@
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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 OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class CheckMapRules : 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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try
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{
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Game.ModData.RulesetCache.LoadMapRules(map);
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}
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catch (Exception e)
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{
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emitError(e.Message);
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}
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}
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}
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}
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@@ -1,38 +0,0 @@
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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.Traits;
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namespace OpenRA.Mods.RA
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{
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public class CheckPlayers : 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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var playerNames = map.Players.Values.Select(p => p.Name);
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foreach (var player in map.Players)
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foreach (var ally in player.Value.Allies)
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if (!playerNames.Contains(ally))
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emitError("Allies contains player {0} that is not in list.".F(ally));
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foreach (var player in map.Players)
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foreach (var enemy in player.Value.Enemies)
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if (!playerNames.Contains(enemy))
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emitError("Enemies contains player {0} that is not in list.".F(enemy));
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var races = map.Rules.Actors["world"].Traits.WithInterface<CountryInfo>().Select(c => c.Race);
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foreach (var player in map.Players)
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if (!string.IsNullOrWhiteSpace(player.Value.Race) && player.Value.Race != "Random" && !races.Contains(player.Value.Race))
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emitError("Invalid race {0} chosen for player {1}.".F(player.Value.Race, player.Value.Name));
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}
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}
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}
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@@ -1,33 +0,0 @@
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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.RA
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{
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class CheckSequences : 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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var sequences = MiniYaml.MergeLiberal(map.SequenceDefinitions, Game.ModData.Manifest.Sequences.Select(s => MiniYaml.FromFile(s)).Aggregate(MiniYaml.MergeLiberal));
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foreach (var actorInfo in map.Rules.Actors)
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foreach (var renderInfo in actorInfo.Value.Traits.WithInterface<RenderSimpleInfo>())
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{
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var image = renderInfo.Image ?? actorInfo.Value.Name;
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if (!sequences.Any(s => s.Key == image.ToLowerInvariant()) && !actorInfo.Value.Name.Contains("^"))
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emitWarning("Sprite image {0} from actor {1} has no sequence definition.".F(image, actorInfo.Value.Name));
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}
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}
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}
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}
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@@ -1,41 +0,0 @@
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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 System.Reflection;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class CheckSyncAnnotations : 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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/* first, check all the types implementing ISync */
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foreach (var t in Game.ModData.ObjectCreator.GetTypesImplementing<ISync>())
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if (!HasAnySyncFields(t))
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emitWarning("{0} has ISync but nothing marked with [Sync]".F(t.Name));
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}
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bool HasAnySyncFields(Type t)
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{
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var flags = BindingFlags.Public | BindingFlags.NonPublic
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| BindingFlags.Instance;
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var fs = t.GetFields(flags);
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var ps = t.GetProperties(flags);
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return fs.Any(f => f.HasAttribute<SyncAttribute>()) ||
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ps.Any(p => p.HasAttribute<SyncAttribute>()) ||
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HasAnySyncFields(t.BaseType);
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}
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}
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}
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@@ -1,34 +0,0 @@
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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.Traits;
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namespace OpenRA.Mods.RA
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{
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public class CheckTraitPrerequisites : 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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foreach (var actorInfo in map.Rules.Actors.Where(a => !a.Key.StartsWith("^")))
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try
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{
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var traits = actorInfo.Value.TraitsInConstructOrder().ToArray();
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if (traits.Length == 0)
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emitWarning("Actor {0} has no traits. Is this intended?".F(actorInfo.Key));
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}
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catch (Exception e)
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{
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emitError("Actor {0} is not constructible; failure: {1}".F(actorInfo.Key, e.Message));
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}
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}
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}
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}
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@@ -1,52 +0,0 @@
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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.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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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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@@ -119,10 +119,6 @@
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<Compile Include="Traits\DemoTruck.cs" />
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<Compile Include="Effects\GpsDot.cs" />
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<Compile Include="Effects\Parachute.cs" />
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<Compile Include="Lint\CheckActorReferences.cs" />
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<Compile Include="Lint\CheckSyncAnnotations.cs" />
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<Compile Include="Lint\CheckTraitPrerequisites.cs" />
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<Compile Include="Lint\LintBuildablePrerequisites.cs" />
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<Compile Include="Traits\MadTank.cs" />
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<Compile Include="Traits\Mine.cs" />
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<Compile Include="Traits\Minelayer.cs" />
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@@ -181,7 +177,6 @@
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<Compile Include="Traits\Infiltration\InfiltrateForSupportPower.cs" />
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<Compile Include="Traits\Infiltration\Infiltrates.cs" />
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<Compile Include="Widgets\Logic\ObserverShroudSelectorLogic.cs" />
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<Compile Include="Lint\CheckSequences.cs" />
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<Compile Include="Widgets\Logic\SpawnSelectorTooltipLogic.cs" />
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<Compile Include="Widgets\Logic\ClientTooltipLogic.cs" />
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<Compile Include="Widgets\Logic\CreditsLogic.cs" />
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@@ -200,9 +195,6 @@
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<Compile Include="Widgets\Logic\LobbyMapPreviewLogic.cs" />
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<Compile Include="Widgets\Logic\ControlGroupLogic.cs" />
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<Compile Include="Scripting\Properties\ChronosphereProperties.cs" />
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<Compile Include="Lint\CheckPlayers.cs" />
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<Compile Include="Lint\CheckActors.cs" />
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<Compile Include="Lint\CheckMapCordon.cs" />
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<Compile Include="Traits\Parachutable.cs" />
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<Compile Include="Widgets\Logic\InstallFromCDLogic.cs" />
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<Compile Include="Widgets\Logic\InstallMusicLogic.cs" />
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@@ -219,7 +211,6 @@
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<Compile Include="Scripting\Properties\HarvesterProperties.cs" />
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<Compile Include="Scripting\Properties\TransportProperties.cs" />
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<Compile Include="Traits\InvulnerabilityUpgrade.cs" />
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<Compile Include="Lint\CheckMapRules.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.Game\OpenRA.Game.csproj">
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Reference in New Issue
Block a user