Add lint rule for Death Types
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59
OpenRA.Mods.Common/Lint/CheckDeathTypes.cs
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59
OpenRA.Mods.Common/Lint/CheckDeathTypes.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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. For more information,
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* 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 OpenRA.GameRules;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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class CheckDeathTypes : ILintPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, Map map)
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{
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foreach (var actorInfo in map.Rules.Actors)
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{
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var animations = actorInfo.Value.Traits.WithInterface<WithDeathAnimationInfo>().ToList();
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if (!animations.Any())
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continue;
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var deathTypes = animations.SelectMany(x => x.DeathTypes.Select(y => y.Key)).ToList();
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if (!deathTypes.Any())
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continue;
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var targetable = actorInfo.Value.Traits.WithInterface<ITargetableInfo>().SelectMany(x => x.GetTargetTypes()).ToList();
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if (!targetable.Any())
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continue;
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foreach (var weaponInfo in map.Rules.Weapons)
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{
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var warheads = weaponInfo.Value.Warheads.OfType<DamageWarhead>().Where(dw => dw.Damage > 0);
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foreach (var warhead in warheads)
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{
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// This is a special warhead, like the one on `weathering` in D2k.
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if (!warhead.DamageTypes.Any())
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continue;
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// This warhead cannot affect this actor.
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if (!warhead.ValidTargets.Intersect(targetable).Any())
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continue;
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if (!warhead.DamageTypes.Intersect(deathTypes).Any())
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emitError("Actor type `{0}` does not define a death animation for weapon `{1}`!"
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.F(actorInfo.Key, weaponInfo.Key));
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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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