Add a lint check for trait placement on hardcoded actor names.

This commit is contained in:
Matthias Mailänder
2021-04-11 14:30:00 +01:00
committed by reaperrr
parent 0d3c624bbc
commit 5a0bcc01a6
129 changed files with 266 additions and 67 deletions

View File

@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Lint
void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules, SequenceProvider sequences)
{
var factions = rules.Actors["world"].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
var factions = rules.Actors[SystemActors.World].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
foreach (var actorInfo in rules.Actors)
{
// Actors may have 0 or 1 RenderSprites traits