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

@@ -18,6 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World)]
[Desc("Attach this to the world actor.")]
public class CreateMapPlayersInfo : TraitInfo<CreateMapPlayers>, ICreatePlayersInfo
{
@@ -27,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
/// </summary>
void ICreatePlayersInfo.CreateServerPlayers(MapPreview map, Session lobbyInfo, List<GameInformation.Player> players, MersenneTwister playerRandom)
{
var worldInfo = map.Rules.Actors["world"];
var worldInfo = map.Rules.Actors[SystemActors.World];
var factions = worldInfo.TraitInfos<FactionInfo>().ToArray();
var assignSpawnLocations = worldInfo.TraitInfoOrDefault<IAssignSpawnPointsInfo>();
var spawnState = assignSpawnLocations?.InitializeState(map, lobbyInfo);
@@ -41,7 +42,7 @@ namespace OpenRA.Mods.Common.Traits
}
// Create the regular playable players.
var bots = map.Rules.Actors["player"].TraitInfos<IBotInfo>().ToArray();
var bots = map.Rules.Actors[SystemActors.Player].TraitInfos<IBotInfo>().ToArray();
foreach (var kv in lobbyInfo.Slots)
{