Rewrite sequence linting / missing file handling.

- Distinguish between missing sequences and missing sprites
- Lint default sequences as well as maps
- Improved performance
- Correctly handle null images
This commit is contained in:
Paul Chote
2020-08-12 23:53:22 +01:00
committed by abcdefg30
parent b8e60ca8ec
commit 7803686aec
21 changed files with 177 additions and 180 deletions

View File

@@ -41,7 +41,6 @@ namespace OpenRA.Graphics
public interface ISpriteSequenceLoader public interface ISpriteSequenceLoader
{ {
Action<string> OnMissingSpriteError { get; set; }
IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, TileSet tileSet, SpriteCache cache, MiniYamlNode node); IReadOnlyDictionary<string, ISpriteSequence> ParseSequences(ModData modData, TileSet tileSet, SpriteCache cache, MiniYamlNode node);
} }
@@ -79,6 +78,8 @@ namespace OpenRA.Graphics
return seq; return seq;
} }
public IEnumerable<string> Images { get { return sequences.Value.Keys; } }
public bool HasSequence(string unitName) public bool HasSequence(string unitName)
{ {
return sequences.Value.ContainsKey(unitName); return sequences.Value.ContainsKey(unitName);
@@ -104,10 +105,11 @@ namespace OpenRA.Graphics
{ {
var nodes = MiniYaml.Load(fileSystem, modData.Manifest.Sequences, additionalSequences); var nodes = MiniYaml.Load(fileSystem, modData.Manifest.Sequences, additionalSequences);
var items = new Dictionary<string, UnitSequences>(); var items = new Dictionary<string, UnitSequences>();
foreach (var n in nodes) foreach (var node in nodes)
{ {
// Work around the loop closure issue in older versions of C# // Nodes starting with ^ are inheritable but never loaded directly
var node = n; if (node.Key.StartsWith(ActorInfo.AbstractActorPrefix, StringComparison.Ordinal))
continue;
var key = node.Value.ToLines(node.Key).JoinWith("|"); var key = node.Value.ToLines(node.Key).JoinWith("|");

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@@ -79,7 +79,6 @@ namespace OpenRA
throw new InvalidOperationException("Unable to find a sequence loader for type '{0}'.".F(sequenceFormat.Type)); throw new InvalidOperationException("Unable to find a sequence loader for type '{0}'.".F(sequenceFormat.Type));
SpriteSequenceLoader = (ISpriteSequenceLoader)sequenceCtor.Invoke(new[] { this }); SpriteSequenceLoader = (ISpriteSequenceLoader)sequenceCtor.Invoke(new[] { this });
SpriteSequenceLoader.OnMissingSpriteError = s => Log.Write("debug", s);
var modelFormat = Manifest.Get<ModelSequenceFormat>(); var modelFormat = Manifest.Get<ModelSequenceFormat>();
var modelLoader = ObjectCreator.FindType(modelFormat.Type + "Loader"); var modelLoader = ObjectCreator.FindType(modelFormat.Type + "Loader");

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@@ -31,12 +31,13 @@ namespace OpenRA.Traits
{ {
public readonly string ImageReference; // The field name in the same trait info that contains the image name. public readonly string ImageReference; // The field name in the same trait info that contains the image name.
public readonly bool Prefix; public readonly bool Prefix;
public readonly bool ActorNameFallback; public readonly bool AllowNullImage;
public SequenceReferenceAttribute(string imageReference = null, bool prefix = false, bool actorNameFallback = false)
public SequenceReferenceAttribute(string imageReference = null, bool prefix = false, bool allowNullImage = false)
{ {
ImageReference = imageReference; ImageReference = imageReference;
Prefix = prefix; Prefix = prefix;
ActorNameFallback = actorNameFallback; AllowNullImage = allowNullImage;
} }
} }

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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Cnc.Traits
public readonly string FootprintImage = "overlay"; public readonly string FootprintImage = "overlay";
[SequenceReference("FootprintImage", true)] [SequenceReference("FootprintImage", prefix: true)]
public readonly string ValidFootprintSequence = "target-valid"; public readonly string ValidFootprintSequence = "target-valid";
[SequenceReference("FootprintImage")] [SequenceReference("FootprintImage")]

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@@ -40,7 +40,6 @@ namespace OpenRA.Mods.Common.Graphics
public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader public class DefaultSpriteSequenceLoader : ISpriteSequenceLoader
{ {
public Action<string> OnMissingSpriteError { get; set; }
public DefaultSpriteSequenceLoader(ModData modData) { } public DefaultSpriteSequenceLoader(ModData modData) { }
public virtual ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info) public virtual ISpriteSequence CreateSequence(ModData modData, TileSet tileSet, SpriteCache cache, string sequence, string animation, MiniYaml info)
@@ -80,8 +79,9 @@ namespace OpenRA.Mods.Common.Graphics
} }
catch (FileNotFoundException ex) catch (FileNotFoundException ex)
{ {
// Eat the FileNotFound exceptions from missing sprites // Defer exception until something tries to access the sequence
OnMissingSpriteError(ex.Message); // This allows the asset installer and OpenRA.Utility to load the game without having the actor assets
sequences.Add(kvp.Key, new FileNotFoundSequence(ex));
} }
} }
} }
@@ -90,6 +90,34 @@ namespace OpenRA.Mods.Common.Graphics
} }
} }
public class FileNotFoundSequence : ISpriteSequence
{
readonly FileNotFoundException exception;
public FileNotFoundSequence(FileNotFoundException exception)
{
this.exception = exception;
}
public string Filename { get { return exception.FileName; } }
string ISpriteSequence.Name { get { throw exception; } }
int ISpriteSequence.Start { get { throw exception; } }
int ISpriteSequence.Length { get { throw exception; } }
int ISpriteSequence.Stride { get { throw exception; } }
int ISpriteSequence.Facings { get { throw exception; } }
int ISpriteSequence.Tick { get { throw exception; } }
int ISpriteSequence.ZOffset { get { throw exception; } }
int ISpriteSequence.ShadowStart { get { throw exception; } }
int ISpriteSequence.ShadowZOffset { get { throw exception; } }
int[] ISpriteSequence.Frames { get { throw exception; } }
Rectangle ISpriteSequence.Bounds { get { throw exception; } }
bool ISpriteSequence.IgnoreWorldTint { get { throw exception; } }
Sprite ISpriteSequence.GetSprite(int frame) { throw exception; }
Sprite ISpriteSequence.GetSprite(int frame, WAngle facing) { throw exception; }
Sprite ISpriteSequence.GetShadow(int frame, WAngle facing) { throw exception; }
}
public class DefaultSpriteSequence : ISpriteSequence public class DefaultSpriteSequence : ISpriteSequence
{ {
static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5); static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);

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@@ -12,172 +12,136 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Reflection; using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits.Render; using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits; using OpenRA.Traits;
namespace OpenRA.Mods.Common.Lint namespace OpenRA.Mods.Common.Lint
{ {
class CheckSequences : ILintMapPass class CheckSequences : ILintRulesPass
{ {
Action<string> emitError; void ILintRulesPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Ruleset rules)
List<MiniYamlNode> sequenceDefinitions;
public void Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
{ {
if (map.SequenceDefinitions == null) // Custom maps define rules.Sequences, default mod rules leave it null.
return; if (rules.Sequences == null)
{
foreach (var kv in modData.DefaultSequences)
{
Console.WriteLine("Testing default sequences for {0}", kv.Key);
Run(emitError, emitWarning, rules, kv.Value);
}
}
else if (!modData.DefaultSequences.Values.Contains(rules.Sequences))
Run(emitError, emitWarning, rules, rules.Sequences);
}
this.emitError = emitError; void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules, SequenceProvider sequences)
{
sequenceDefinitions = MiniYaml.Load(map, modData.Manifest.Sequences, map.SequenceDefinitions);
var rules = map.Rules;
var factions = rules.Actors["world"].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray(); var factions = rules.Actors["world"].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
var sequenceProviders = new[] { rules.Sequences };
foreach (var actorInfo in rules.Actors) foreach (var actorInfo in rules.Actors)
{ {
foreach (var renderInfo in actorInfo.Value.TraitInfos<RenderSpritesInfo>()) // Actors may have 0 or 1 RenderSprites traits
var renderInfo = actorInfo.Value.TraitInfoOrDefault<RenderSpritesInfo>();
if (renderInfo == null)
continue;
var images = new HashSet<string>()
{ {
foreach (var faction in factions) renderInfo.GetImage(actorInfo.Value, sequences, null).ToLowerInvariant()
{ };
foreach (var sequenceProvider in sequenceProviders)
{ // Some actors define faction-specific artwork
var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction); foreach (var faction in factions)
if (sequenceDefinitions.All(s => s.Key != image.ToLowerInvariant())) images.Add(renderInfo.GetImage(actorInfo.Value, sequences, faction).ToLowerInvariant());
emitError("Sprite image {0} from actor {1} using faction {2} has no sequence definition."
.F(image, actorInfo.Value.Name, faction));
}
}
}
foreach (var traitInfo in actorInfo.Value.TraitInfos<TraitInfo>()) foreach (var traitInfo in actorInfo.Value.TraitInfos<TraitInfo>())
{ {
// Remove the "Info" suffix
var traitName = traitInfo.GetType().Name;
traitName = traitName.Remove(traitName.Length - 4);
var fields = traitInfo.GetType().GetFields(); var fields = traitInfo.GetType().GetFields();
foreach (var field in fields) foreach (var field in fields)
{ {
if (field.HasAttribute<SequenceReferenceAttribute>()) var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
if (sequenceReference == null)
continue;
// Some sequences may specify their own Image override
IEnumerable<string> sequenceImages = images;
if (!string.IsNullOrEmpty(sequenceReference.ImageReference))
{ {
var sequences = LintExts.GetFieldValues(traitInfo, field, emitError); var imageField = fields.First(f => f.Name == sequenceReference.ImageReference);
foreach (var sequence in sequences) var imageOverride = (string)imageField.GetValue(traitInfo);
if (string.IsNullOrEmpty(imageOverride))
{ {
if (string.IsNullOrEmpty(sequence)) if (!sequenceReference.AllowNullImage)
continue; emitError("Actor type `{0}` trait `{1}` must define a value for `{2}`".F(actorInfo.Value.Name, traitName, sequenceReference.ImageReference));
continue;
var renderInfo = actorInfo.Value.TraitInfos<RenderSpritesInfo>().FirstOrDefault();
if (renderInfo == null)
continue;
foreach (var faction in factions)
{
var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
if (sequenceReference != null && !string.IsNullOrEmpty(sequenceReference.ImageReference))
{
var imageField = fields.FirstOrDefault(f => f.Name == sequenceReference.ImageReference);
if (imageField != null)
{
foreach (var imageOverride in LintExts.GetFieldValues(traitInfo, imageField, emitError))
{
if (string.IsNullOrEmpty(imageOverride))
{
if (!sequenceReference.ActorNameFallback)
{
emitWarning("Custom sprite image of actor {0} is null and there is no fallback.".F(actorInfo.Value.Name));
continue;
}
foreach (var sequenceProvider in sequenceProviders)
{
var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction);
CheckDefinitions(image, sequenceReference, actorInfo, sequence, faction, field, traitInfo);
}
continue;
}
if (sequenceDefinitions.All(s => s.Key != imageOverride.ToLowerInvariant()))
emitError("Custom sprite image {0} from actor {1} has no sequence definition.".F(imageOverride, actorInfo.Value.Name));
else
CheckDefinitions(imageOverride, sequenceReference, actorInfo, sequence, faction, field, traitInfo);
}
}
}
else
{
foreach (var sequenceProvider in sequenceProviders)
{
var image = renderInfo.GetImage(actorInfo.Value, sequenceProvider, faction);
CheckDefinitions(image, sequenceReference, actorInfo, sequence, faction, field, traitInfo);
}
}
}
} }
sequenceImages = new[] { imageOverride.ToLowerInvariant() };
} }
}
}
foreach (var weaponInfo in rules.Weapons) foreach (var sequence in LintExts.GetFieldValues(traitInfo, field, emitError))
{
var projectileInfo = weaponInfo.Value.Projectile;
if (projectileInfo == null)
continue;
var fields = projectileInfo.GetType().GetFields();
foreach (var field in fields)
{
if (field.HasAttribute<SequenceReferenceAttribute>())
{ {
var sequences = LintExts.GetFieldValues(projectileInfo, field, emitError); if (string.IsNullOrEmpty(sequence))
foreach (var sequence in sequences) continue;
{
if (string.IsNullOrEmpty(sequence))
continue;
var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault(); foreach (var i in sequenceImages)
if (sequenceReference != null && !string.IsNullOrEmpty(sequenceReference.ImageReference)) {
if (sequenceReference.Prefix)
{ {
var imageField = fields.FirstOrDefault(f => f.Name == sequenceReference.ImageReference); // TODO: Remove prefixed sequence references and instead use explicit lists of lintable references
if (imageField != null) if (!sequences.Sequences(i).Any(s => s.StartsWith(sequence)))
{ emitWarning("Actor type `{0}` trait `{1}` field `{2}` defines a prefix `{3}` that does not match any sequences on image `{4}`.".F(actorInfo.Value.Name, traitName, field.Name, sequence, i));
foreach (var imageOverride in LintExts.GetFieldValues(projectileInfo, imageField, emitError))
{
if (!string.IsNullOrEmpty(imageOverride))
{
var definitions = sequenceDefinitions.FirstOrDefault(n => n.Key == imageOverride.ToLowerInvariant());
if (definitions == null)
emitError("Can't find sequence definition for projectile image {0} at weapon {1}.".F(imageOverride, weaponInfo.Key));
else if (!definitions.Value.Nodes.Any(n => n.Key == sequence))
emitError("Projectile sprite image {0} from weapon {1} does not define sequence {2} from field {3} of {4}"
.F(imageOverride, weaponInfo.Key, sequence, field.Name, projectileInfo));
}
}
}
} }
else if (!sequences.HasSequence(i, sequence))
emitError("Actor type `{0}` trait `{1}` field `{2}` references an undefined sequence `{3}` on image `{4}`.".F(actorInfo.Value.Name, traitName, field.Name, sequence, i));
} }
} }
} }
} }
} }
}
void CheckDefinitions(string image, SequenceReferenceAttribute sequenceReference, foreach (var weaponInfo in rules.Weapons)
KeyValuePair<string, ActorInfo> actorInfo, string sequence, string faction, FieldInfo field, TraitInfo traitInfo)
{
var definitions = sequenceDefinitions.FirstOrDefault(n => n.Key == image.ToLowerInvariant());
if (definitions != null)
{ {
if (sequenceReference != null && sequenceReference.Prefix) var projectileInfo = weaponInfo.Value.Projectile;
if (projectileInfo == null)
continue;
var fields = projectileInfo.GetType().GetFields();
foreach (var field in fields)
{ {
if (!definitions.Value.Nodes.Any(n => n.Key.StartsWith(sequence))) var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
emitError("Sprite image {0} from actor {1} of faction {2} does not define sequence prefix {3} from field {4} of {5}" if (sequenceReference == null)
.F(image, actorInfo.Value.Name, faction, sequence, field.Name, traitInfo)); continue;
}
else if (definitions.Value.Nodes.All(n => n.Key != sequence)) // All weapon sequences must specify their corresponding image
{ var image = ((string)fields.First(f => f.Name == sequenceReference.ImageReference).GetValue(projectileInfo));
emitError("Sprite image {0} from actor {1} of faction {2} does not define sequence {3} from field {4} of {5}" if (string.IsNullOrEmpty(image))
.F(image, actorInfo.Value.Name, faction, sequence, field.Name, traitInfo)); {
if (!sequenceReference.AllowNullImage)
emitError("Weapon type `{0}` projectile field `{1}` must define a value".F(weaponInfo.Key, sequenceReference.ImageReference));
continue;
}
image = image.ToLowerInvariant();
foreach (var sequence in LintExts.GetFieldValues(projectileInfo, field, emitError))
{
if (string.IsNullOrEmpty(sequence))
continue;
if (sequenceReference.Prefix)
{
// TODO: Remove prefixed sequence references and instead use explicit lists of lintable references
if (!sequences.Sequences(image).Any(s => s.StartsWith(sequence)))
emitWarning("Weapon type `{0}` projectile field `{1}` defines a prefix `{2}` that does not match any sequences on image `{3}`.".F(weaponInfo.Key, field.Name, sequence, image));
}
else if (!sequences.HasSequence(image, sequence))
emitError("Weapon type `{0}` projectile field `{1}` references an undefined sequence `{2}` on image `{3}`.".F(weaponInfo.Key, field.Name, sequence, image));
}
} }
} }
} }

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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Image to display.")] [Desc("Image to display.")]
public readonly string Image = null; public readonly string Image = null;
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
[Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")] [Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")]
public readonly string[] Sequences = { "idle" }; public readonly string[] Sequences = { "idle" };
@@ -57,7 +57,7 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Trail animation.")] [Desc("Trail animation.")]
public readonly string TrailImage = null; public readonly string TrailImage = null;
[SequenceReference("TrailImage")] [SequenceReference("TrailImage", allowNullImage: true)]
[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")] [Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
public readonly string[] TrailSequences = { "idle" }; public readonly string[] TrailSequences = { "idle" };

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@@ -20,11 +20,11 @@ namespace OpenRA.Mods.Common.Projectiles
{ {
public readonly string Image = null; public readonly string Image = null;
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
[Desc("Loop a randomly chosen sequence of Image from this list while falling.")] [Desc("Loop a randomly chosen sequence of Image from this list while falling.")]
public readonly string[] Sequences = { "idle" }; public readonly string[] Sequences = { "idle" };
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
[Desc("Sequence to play when launched. Skipped if null or empty.")] [Desc("Sequence to play when launched. Skipped if null or empty.")]
public readonly string OpenSequence = null; public readonly string OpenSequence = null;

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@@ -78,7 +78,7 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Impact animation.")] [Desc("Impact animation.")]
public readonly string HitAnim = null; public readonly string HitAnim = null;
[SequenceReference("HitAnim")] [SequenceReference("HitAnim", allowNullImage: true)]
[Desc("Sequence of impact animation to use.")] [Desc("Sequence of impact animation to use.")]
public readonly string HitAnimSequence = "idle"; public readonly string HitAnimSequence = "idle";
@@ -88,7 +88,7 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Image containing launch effect sequence.")] [Desc("Image containing launch effect sequence.")]
public readonly string LaunchEffectImage = null; public readonly string LaunchEffectImage = null;
[SequenceReference("LaunchEffectImage")] [SequenceReference("LaunchEffectImage", allowNullImage: true)]
[Desc("Launch effect sequence to play.")] [Desc("Launch effect sequence to play.")]
public readonly string LaunchEffectSequence = null; public readonly string LaunchEffectSequence = null;

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Name of the image containing the projectile sequence.")] [Desc("Name of the image containing the projectile sequence.")]
public readonly string Image = null; public readonly string Image = null;
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
[Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")] [Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")]
public readonly string[] Sequences = { "idle" }; public readonly string[] Sequences = { "idle" };
@@ -109,7 +109,7 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Image that contains the trail animation.")] [Desc("Image that contains the trail animation.")]
public readonly string TrailImage = null; public readonly string TrailImage = null;
[SequenceReference("TrailImage")] [SequenceReference("TrailImage", allowNullImage: true)]
[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")] [Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
public readonly string[] TrailSequences = { "idle" }; public readonly string[] TrailSequences = { "idle" };

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@@ -87,7 +87,7 @@ namespace OpenRA.Mods.Common.Projectiles
public readonly string HitAnim = null; public readonly string HitAnim = null;
[Desc("Sequence of impact animation to use.")] [Desc("Sequence of impact animation to use.")]
[SequenceReference("HitAnim")] [SequenceReference("HitAnim", allowNullImage: true)]
public readonly string HitAnimSequence = "idle"; public readonly string HitAnimSequence = "idle";
[PaletteReference] [PaletteReference]

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@@ -24,10 +24,10 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Width (in pixels) of the rallypoint line.")] [Desc("Width (in pixels) of the rallypoint line.")]
public readonly int LineWidth = 1; public readonly int LineWidth = 1;
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
public readonly string FlagSequence = "flag"; public readonly string FlagSequence = "flag";
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
public readonly string CirclesSequence = "circles"; public readonly string CirclesSequence = "circles";
[Desc("Cursor to display when rally point can be set.")] [Desc("Cursor to display when rally point can be set.")]

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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Image containing the crate effect animation sequence.")] [Desc("Image containing the crate effect animation sequence.")]
public readonly string Image = "crate-effects"; public readonly string Image = "crate-effects";
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
[Desc("Animation sequence played when collected. Leave empty for no effect.")] [Desc("Animation sequence played when collected. Leave empty for no effect.")]
public readonly string Sequence = null; public readonly string Sequence = null;

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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Image for the level up sprite.")] [Desc("Image for the level up sprite.")]
public readonly string LevelUpImage = null; public readonly string LevelUpImage = null;
[SequenceReference("LevelUpImage")] [SequenceReference("LevelUpImage", allowNullImage: true)]
[Desc("Sequence for the level up sprite. Needs to be present on LevelUpImage.")] [Desc("Sequence for the level up sprite. Needs to be present on LevelUpImage.")]
public readonly string LevelUpSequence = "levelup"; public readonly string LevelUpSequence = "levelup";

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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Image where Ground/WaterCorpseSequence is looked up.")] [Desc("Image where Ground/WaterCorpseSequence is looked up.")]
public readonly string Image = "explosion"; public readonly string Image = "explosion";
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
public readonly string GroundCorpseSequence = null; public readonly string GroundCorpseSequence = null;
[PaletteReference] [PaletteReference]
@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly string GroundImpactSound = null; public readonly string GroundImpactSound = null;
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
public readonly string WaterCorpseSequence = null; public readonly string WaterCorpseSequence = null;
[PaletteReference] [PaletteReference]

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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits.Render
public readonly string Image = null; public readonly string Image = null;
[FieldLoader.Require] [FieldLoader.Require]
[SequenceReference("Image", false, true)] [SequenceReference("Image", allowNullImage: true)]
[Desc("Sequence used for this decoration (can be animated).")] [Desc("Sequence used for this decoration (can be animated).")]
public readonly string Sequence = null; public readonly string Sequence = null;

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@@ -23,11 +23,11 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("Image used for this decoration. Defaults to the actor's type.")] [Desc("Image used for this decoration. Defaults to the actor's type.")]
public readonly string Image = null; public readonly string Image = null;
[SequenceReference("Image", false, true)] [SequenceReference("Image", allowNullImage: true)]
[Desc("Animation to play when the actor is created.")] [Desc("Animation to play when the actor is created.")]
public readonly string StartSequence = null; public readonly string StartSequence = null;
[SequenceReference("Image", false, true)] [SequenceReference("Image", allowNullImage: true)]
[Desc("Sequence name to use")] [Desc("Sequence name to use")]
public readonly string Sequence = "idle-overlay"; public readonly string Sequence = "idle-overlay";

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@@ -25,15 +25,15 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("The image that contains the parachute sequences.")] [Desc("The image that contains the parachute sequences.")]
public readonly string Image = null; public readonly string Image = null;
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
[Desc("Parachute opening sequence.")] [Desc("Parachute opening sequence.")]
public readonly string OpeningSequence = null; public readonly string OpeningSequence = null;
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
[Desc("Parachute idle sequence.")] [Desc("Parachute idle sequence.")]
public readonly string Sequence = null; public readonly string Sequence = null;
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
[Desc("Parachute closing sequence. Defaults to opening sequence played backwards.")] [Desc("Parachute closing sequence. Defaults to opening sequence played backwards.")]
public readonly string ClosingSequence = null; public readonly string ClosingSequence = null;
@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits.Render
[Desc("The image that contains the shadow sequence for the paradropped unit.")] [Desc("The image that contains the shadow sequence for the paradropped unit.")]
public readonly string ShadowImage = null; public readonly string ShadowImage = null;
[SequenceReference("ShadowImage")] [SequenceReference("ShadowImage", allowNullImage: true)]
[Desc("Paradropped unit's shadow sequence.")] [Desc("Paradropped unit's shadow sequence.")]
public readonly string ShadowSequence = null; public readonly string ShadowSequence = null;

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@@ -55,7 +55,7 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Trail animation.")] [Desc("Trail animation.")]
public readonly string TrailImage = null; public readonly string TrailImage = null;
[SequenceReference("TrailImage")] [SequenceReference("TrailImage", allowNullImage: true)]
[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")] [Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
public readonly string[] TrailSequences = { }; public readonly string[] TrailSequences = { };

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@@ -10,12 +10,11 @@
#endregion #endregion
using System; using System;
using System.Linq; using OpenRA.Mods.Common.Graphics;
using OpenRA.Graphics;
namespace OpenRA.Mods.Common.UtilityCommands namespace OpenRA.Mods.Common.UtilityCommands
{ {
class CheckSquenceSprites : IUtilityCommand class CheckSequenceSprites : IUtilityCommand
{ {
string IUtilityCommand.Name { get { return "--check-sequence-sprites"; } } string IUtilityCommand.Name { get { return "--check-sequence-sprites"; } }
@@ -29,18 +28,22 @@ namespace OpenRA.Mods.Common.UtilityCommands
{ {
// HACK: The engine code assumes that Game.modData is set. // HACK: The engine code assumes that Game.modData is set.
var modData = Game.ModData = utility.ModData; var modData = Game.ModData = utility.ModData;
var failed = false; var failed = false;
modData.SpriteSequenceLoader.OnMissingSpriteError = s => { Console.WriteLine("\t" + s); failed = true; }; foreach (var kv in modData.DefaultSequences)
foreach (var t in modData.Manifest.TileSets)
{ {
var ts = new TileSet(modData.DefaultFileSystem, t); Console.WriteLine("Tileset: " + kv.Key);
Console.WriteLine("Tileset: " + ts.Name); foreach (var image in kv.Value.Images)
var sc = new SpriteCache(modData.DefaultFileSystem, modData.SpriteLoaders); {
var nodes = MiniYaml.Merge(modData.Manifest.Sequences.Select(s => MiniYaml.FromStream(modData.DefaultFileSystem.Open(s), s))); foreach (var sequence in kv.Value.Sequences(image))
foreach (var n in nodes.Where(node => !node.Key.StartsWith(ActorInfo.AbstractActorPrefix, StringComparison.Ordinal))) {
modData.SpriteSequenceLoader.ParseSequences(modData, ts, sc, n); var s = kv.Value.GetSequence(image, sequence) as FileNotFoundSequence;
if (s != null)
{
Console.WriteLine("\tSequence `{0}.{1}` references sprite `{2}` that does not exist.", image, sequence, s.Filename);
failed = true;
}
}
}
} }
if (failed) if (failed)

View File

@@ -20,7 +20,7 @@ namespace OpenRA.Mods.Common.Warheads
{ {
public class CreateEffectWarhead : Warhead public class CreateEffectWarhead : Warhead
{ {
[SequenceReference("Image")] [SequenceReference("Image", allowNullImage: true)]
[Desc("List of explosion sequences that can be used.")] [Desc("List of explosion sequences that can be used.")]
public readonly string[] Explosions = new string[0]; public readonly string[] Explosions = new string[0];