Add a lint check for trait placement on hardcoded actor names.
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committed by
reaperrr
parent
0d3c624bbc
commit
5a0bcc01a6
43
OpenRA.Mods.Common/Lint/CheckTraitLocation.cs
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43
OpenRA.Mods.Common/Lint/CheckTraitLocation.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2021 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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 DiscordRPC.Helper;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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public class CheckTraitLocation : ILintRulesPass
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{
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void ILintRulesPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Ruleset rules)
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{
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foreach (var actorInfo in rules.Actors)
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{
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foreach (var traitInfo in actorInfo.Value.TraitInfos<TraitInfo>())
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{
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var traitLocation = traitInfo.GetType().GetCustomAttributes<TraitLocationAttribute>(true).FirstOrDefault();
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if (traitLocation == null)
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continue;
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if (!Enum.TryParse(actorInfo.Key, true, out SystemActors systemActor) || !traitLocation.SystemActors.HasFlag(systemActor))
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{
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// Remove the "Info" suffix
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var traitName = traitInfo.GetType().Name;
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traitName = traitName.Remove(traitName.Length - 4);
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var locations = traitLocation.SystemActors.ToString().Replace(", ", " or ");
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emitError("{0} does not belong on {1}. It is a system trait meant for {2}.".F(traitName, actorInfo.Key, locations));
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}
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}
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}
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}
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}
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}
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