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

@@ -48,7 +48,7 @@ namespace OpenRA.Mods.Common.UtilityCommands
var terrainInfo = modData.DefaultTerrainInfo[kv.Key];
if (terrainInfo is ITemplatedTerrainInfo templatedTerrainInfo)
foreach (var r in modData.DefaultRules.Actors["world"].TraitInfos<ITiledTerrainRendererInfo>())
foreach (var r in modData.DefaultRules.Actors[SystemActors.World].TraitInfos<ITiledTerrainRendererInfo>())
failed |= r.ValidateTileSprites(templatedTerrainInfo, Console.WriteLine);
foreach (var image in kv.Value.Images)