Fix bad uses of FirstEnabledTraitOrDefault on TraitInfos.
These are not traits so this method does not work. We can use EnabledByDefault on the ConditionalTraitInfo instead.
This commit is contained in:
committed by
Paul Chote
parent
7a7eed4fb7
commit
5338784e45
@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Lint
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if (buildable == null)
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continue;
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var tooltip = actorInfo.Value.TraitInfos<TooltipInfo>().FirstEnabledTraitOrDefault();
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var tooltip = actorInfo.Value.TraitInfos<TooltipInfo>().FirstOrDefault(info => info.EnabledByDefault);
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if (tooltip == null)
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emitError("The following buildable actor has no (enabled) Tooltip: " + actorInfo.Key);
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}
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@@ -70,8 +70,8 @@ namespace OpenRA.Mods.Common.Traits
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Footprint = new ReadOnlyDictionary<CPos, SubCell>(footprint);
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}
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var tooltip = Info.TraitInfos<EditorOnlyTooltipInfo>().FirstEnabledTraitOrDefault() as TooltipInfoBase
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?? Info.TraitInfos<TooltipInfo>().FirstEnabledTraitOrDefault();
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var tooltip = Info.TraitInfos<EditorOnlyTooltipInfo>().FirstOrDefault(info => info.EnabledByDefault) as TooltipInfoBase
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?? Info.TraitInfos<TooltipInfo>().FirstOrDefault(info => info.EnabledByDefault);
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Tooltip = (tooltip == null ? " < " + Info.Name + " >" : tooltip.Name) + "\n" + owner.Name + " (" + owner.Faction + ")"
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+ "\nID: " + ID + "\nType: " + Info.Name;
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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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if (actor == lastActor && hotkey == lastHotkey && pm.PowerState == lastPowerState)
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return;
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var tooltip = actor.TraitInfos<TooltipInfo>().FirstEnabledTraitOrDefault();
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var tooltip = actor.TraitInfos<TooltipInfo>().FirstOrDefault(info => info.EnabledByDefault);
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var name = tooltip != null ? tooltip.Name : actor.Name;
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var buildable = actor.TraitInfo<BuildableInfo>();
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var cost = actor.TraitInfo<ValuedInfo>().Cost;
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@@ -135,7 +135,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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ActorInfo ai;
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if (rules.Actors.TryGetValue(a.ToLowerInvariant(), out ai))
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{
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var actorTooltip = ai.TraitInfos<TooltipInfo>().FirstEnabledTraitOrDefault();
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var actorTooltip = ai.TraitInfos<TooltipInfo>().FirstOrDefault(info => info.EnabledByDefault);
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if (actorTooltip != null)
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return actorTooltip.Name;
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}
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