Fix and enable SA1133, SA1134 style rules.

This commit is contained in:
Paul Chote
2019-05-23 18:43:21 +00:00
committed by abcdefg30
parent fbf9461890
commit 78a70be0d4
214 changed files with 1012 additions and 432 deletions

View File

@@ -38,7 +38,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Player stances which condition can be applied to.")]
public readonly Stance ValidStances = Stance.Ally;
[SequenceReference, Desc("Sequence to play for granting actor when activated.",
[SequenceReference]
[Desc("Sequence to play for granting actor when activated.",
"This requires the actor to have the WithSpriteBody trait or one of its derivatives.")]
public readonly string Sequence = "active";

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@@ -18,7 +18,8 @@ namespace OpenRA.Mods.Common.Traits
{
class NukePowerInfo : SupportPowerInfo, IRulesetLoaded, Requires<BodyOrientationInfo>
{
[WeaponReference, FieldLoader.Require]
[WeaponReference]
[FieldLoader.Require]
[Desc("Weapon to use for the impact.",
"Also image to use for the missile.")]
public readonly string MissileWeapon = "";
@@ -26,11 +27,13 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Delay (in ticks) after launch until the missile is spawned.")]
public readonly int MissileDelay = 0;
[SequenceReference("MissileWeapon")]
[Desc("Sprite sequence for the ascending missile.")]
[SequenceReference("MissileWeapon")] public readonly string MissileUp = "up";
public readonly string MissileUp = "up";
[SequenceReference("MissileWeapon")]
[Desc("Sprite sequence for the descending missile.")]
[SequenceReference("MissileWeapon")] public readonly string MissileDown = "down";
public readonly string MissileDown = "down";
[Desc("Offset from the actor the missile spawns on.")]
public readonly WVec SpawnOffset = WVec.Zero;
@@ -42,8 +45,9 @@ namespace OpenRA.Mods.Common.Traits
"'False' will make the missile continue until it hits the ground and disappears (without triggering another explosion).")]
public readonly bool RemoveMissileOnDetonation = true;
[PaletteReference("IsPlayerPalette")]
[Desc("Palette to use for the missile weapon image.")]
[PaletteReference("IsPlayerPalette")] public readonly string MissilePalette = "effect";
public readonly string MissilePalette = "effect";
[Desc("Custom palette is a player palette BaseName.")]
public readonly bool IsPlayerPalette = false;
@@ -51,8 +55,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Trail animation.")]
public readonly string TrailImage = null;
[SequenceReference("TrailImage")]
[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
[SequenceReference("TrailImage")] public readonly string[] TrailSequences = { };
public readonly string[] TrailSequences = { "idle" };
[Desc("Interval in ticks between each spawned Trail animation.")]
public readonly int TrailInterval = 1;
@@ -60,8 +65,9 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Delay in ticks until trail animation is spawned.")]
public readonly int TrailDelay = 1;
[PaletteReference("TrailUsePlayerPalette")]
[Desc("Palette used to render the trail sequence.")]
[PaletteReference("TrailUsePlayerPalette")] public readonly string TrailPalette = "effect";
public readonly string TrailPalette = "effect";
[Desc("Use the Player Palette to render the trail sequence.")]
public readonly bool TrailUsePlayerPalette = false;

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@@ -18,7 +18,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Produces an actor without using the standard production queue.")]
public class ProduceActorPowerInfo : SupportPowerInfo
{
[ActorReference, FieldLoader.Require]
[ActorReference]
[FieldLoader.Require]
[Desc("Actors to produce.")]
public readonly string[] Actors = null;

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@@ -19,7 +19,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Spawns an actor that stays for a limited amount of time.")]
public class SpawnActorPowerInfo : SupportPowerInfo
{
[ActorReference, FieldLoader.Require]
[ActorReference]
[FieldLoader.Require]
[Desc("Actor to spawn.")]
public readonly string Actor = null;
@@ -29,8 +30,12 @@ namespace OpenRA.Mods.Common.Traits
public readonly string DeploySound = null;
public readonly string EffectImage = null;
[SequenceReference("EffectImage")] public readonly string EffectSequence = "idle";
[PaletteReference] public readonly string EffectPalette = null;
[SequenceReference("EffectImage")]
public readonly string EffectSequence = "idle";
[PaletteReference]
public readonly string EffectPalette = null;
public override object Create(ActorInitializer init) { return new SpawnActorPower(init.Self, this); }
}

View File

@@ -64,22 +64,37 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Defines to which players the timer is shown.")]
public readonly Stance DisplayTimerStances = Stance.None;
[PaletteReference]
[Desc("Palette used for the icon.")]
[PaletteReference] public readonly string IconPalette = "chrome";
public readonly string IconPalette = "chrome";
[Desc("Beacons are only supported on the Airstrike, Paratroopers, and Nuke powers")]
public readonly bool DisplayBeacon = false;
public readonly bool BeaconPaletteIsPlayerPalette = true;
[PaletteReference("BeaconPaletteIsPlayerPalette")] public readonly string BeaconPalette = "player";
[PaletteReference("BeaconPaletteIsPlayerPalette")]
public readonly string BeaconPalette = "player";
public readonly string BeaconImage = "beacon";
[SequenceReference("BeaconImage")] public readonly string BeaconPoster = null;
[PaletteReference] public readonly string BeaconPosterPalette = "chrome";
[SequenceReference("BeaconImage")] public readonly string ClockSequence = null;
[SequenceReference("BeaconImage")] public readonly string BeaconSequence = null;
[SequenceReference("BeaconImage")] public readonly string ArrowSequence = null;
[SequenceReference("BeaconImage")] public readonly string CircleSequence = null;
[SequenceReference("BeaconImage")]
public readonly string BeaconPoster = null;
[PaletteReference]
public readonly string BeaconPosterPalette = "chrome";
[SequenceReference("BeaconImage")]
public readonly string ClockSequence = null;
[SequenceReference("BeaconImage")]
public readonly string BeaconSequence = null;
[SequenceReference("BeaconImage")]
public readonly string ArrowSequence = null;
[SequenceReference("BeaconImage")]
public readonly string CircleSequence = null;
[Desc("Delay after launch, measured in ticks.")]
public readonly int BeaconDelay = 0;