Add a lint check for trait placement on hardcoded actor names.
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committed by
reaperrr
parent
0d3c624bbc
commit
5a0bcc01a6
@@ -13,6 +13,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Attach this to the player actor to allow building repair by team mates.")]
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class AllyRepairInfo : TraitInfo<AllyRepair> { }
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@@ -14,6 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Plays an audio notification and shows a radar ping when a building is attacked.",
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"Attach this to the player actor.")]
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public class BaseAttackNotifierInfo : TraitInfo
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@@ -21,6 +21,7 @@ namespace OpenRA.Mods.Common.Traits
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"Will only work together with the Production: trait on the actor that actually does the production.",
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"You will also want to add PrimaryBuildings: to let the user choose where new units should exit.",
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"The production speed depends on the number of production buildings and units queued at the same time.")]
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[TraitLocation(SystemActors.Player)]
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public class ClassicParallelProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PlayerResourcesInfo>
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{
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[Desc("If you build more actors of the same type,", "the same queue will get its build time lowered for every actor produced there.")]
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@@ -16,6 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Attach this to the player actor (not a building!) to define a new shared build queue.",
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"Will only work together with the Production: trait on the actor that actually does the production.",
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"You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
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@@ -11,11 +11,11 @@
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using System.Linq;
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using OpenRA.Network;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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public class ConquestVictoryConditionsInfo : TraitInfo, Requires<MissionObjectivesInfo>
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{
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[Desc("Delay for the end game notification in milliseconds.")]
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@@ -16,6 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Attach this to the player actor.")]
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public class DeveloperModeInfo : TraitInfo, ILobbyOptions
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{
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@@ -15,6 +15,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Tracks neutral and enemy actors' visibility and notifies the player.",
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"Attach this to the player actor. The actors to track need the 'AnnounceOnSeen' trait.")]
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class EnemyWatcherInfo : TraitInfo
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@@ -11,11 +11,11 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Attach this to the player actor.")]
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public class GrantConditionOnPrerequisiteManagerInfo : TraitInfo, Requires<TechTreeInfo>
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{
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@@ -16,6 +16,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Plays an audio notification and shows a radar ping when a harvester is attacked.",
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"Attach this to the player actor.")]
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[TraitLocation(SystemActors.Player)]
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public class HarvesterAttackNotifierInfo : TraitInfo
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{
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[Desc("Minimum duration (in seconds) between notification events.")]
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@@ -35,6 +35,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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[TraitLocation(SystemActors.Player)]
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public class MissionObjectivesInfo : TraitInfo
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{
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[Desc("Set this to true if multiple cooperative players have a distinct set of " +
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@@ -258,6 +259,7 @@ namespace OpenRA.Mods.Common.Traits
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}
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}
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[TraitLocation(SystemActors.World)]
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[Desc("Provides game mode progress information for players.",
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"Goes on WorldActor - observers don't have a player it can live on.",
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"Current options for PanelName are 'SKIRMISH_STATS' and 'MISSION_OBJECTIVES'.")]
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@@ -271,6 +273,7 @@ namespace OpenRA.Mods.Common.Traits
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public override object Create(ActorInitializer init) { return new ObjectivesPanel(this); }
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}
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[TraitLocation(SystemActors.World)]
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public class ObjectivesPanel : IObjectivesPanel
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{
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readonly ObjectivesPanelInfo info;
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@@ -14,6 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("A beacon that is constructed from a circle sprite that is animated once and a moving arrow sprite.")]
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public class PlaceBeaconInfo : TraitInfo
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{
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@@ -18,6 +18,7 @@ namespace OpenRA.Mods.Common.Traits
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// Allows third party mods to detect whether an actor was created by PlaceBuilding.
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public class PlaceBuildingInit : RuntimeFlagInit { }
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[TraitLocation(SystemActors.Player)]
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[Desc("Allows the player to execute build orders.", " Attach this to the player actor.")]
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public class PlaceBuildingInfo : TraitInfo
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{
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@@ -13,6 +13,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("This trait can be used to track player experience based on units killed with the `GivesExperience` trait.",
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"It can also be used as a point score system in scripted maps, for example.",
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"Attach this to the player actor.")]
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@@ -11,11 +11,11 @@
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using System;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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public class PlayerRadarTerrainInfo : TraitInfo, Requires<ShroudInfo>
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{
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public override object Create(ActorInitializer init)
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@@ -16,6 +16,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player | SystemActors.EditorPlayer)]
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public class PlayerResourcesInfo : TraitInfo, ILobbyOptions
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{
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[Desc("Descriptive label for the starting cash option in the lobby.")]
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@@ -18,6 +18,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Attach this to the player actor to collect observer stats.")]
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public class PlayerStatisticsInfo : TraitInfo
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{
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@@ -14,6 +14,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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public class ProvidesTechPrerequisiteInfo : TraitInfo, ITechTreePrerequisiteInfo
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{
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[Desc("Internal id for this tech level.")]
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@@ -13,6 +13,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Provides the player with an audible warning when their storage is nearing full.")]
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public class ResourceStorageWarningInfo : TraitInfo, Requires<PlayerResourcesInfo>
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{
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@@ -17,6 +17,7 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.Player)]
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[Desc("Manages build limits and pre-requisites.", " Attach this to the player actor.")]
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public class TechTreeInfo : TraitInfo
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{
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@@ -17,6 +17,7 @@ using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World)]
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[Desc("This trait allows setting a time limit on matches. Attach this to the World actor.")]
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public class TimeLimitManagerInfo : TraitInfo, ILobbyOptions, IRulesetLoaded
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{
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