Add hotkey linting support for logic args.
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@@ -20,6 +20,16 @@ using OpenRA.Widgets;
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namespace OpenRA.Mods.Common.Lint
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{
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[AttributeUsage(AttributeTargets.Class)]
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public sealed class ChromeLogicArgsHotkeys : Attribute
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{
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public string[] LogicArgKeys;
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public ChromeLogicArgsHotkeys(params string[] logicArgKeys)
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{
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LogicArgKeys = logicArgKeys;
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}
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}
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class CheckChromeHotkeys : ILintPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, ModData modData)
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@@ -61,6 +71,27 @@ namespace OpenRA.Mods.Common.Lint
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}
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}
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// Logic classes can declare the data key names that specify hotkeys
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if (node.Key == "Logic" && node.Value.Nodes.Any())
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{
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var typeNames = FieldLoader.GetValue<string[]>(node.Key, node.Value.Value);
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var checkArgKeys = new List<string>();
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foreach (var typeName in typeNames)
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{
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var type = Game.ModData.ObjectCreator.FindType(typeName);
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if (type == null)
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continue;
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checkArgKeys.AddRange(type.GetCustomAttributes<ChromeLogicArgsHotkeys>(true).SelectMany(x => x.LogicArgKeys));
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}
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Hotkey unused;
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foreach (var n in node.Value.Nodes)
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if (checkArgKeys.Contains(n.Key))
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if (!namedKeys.Contains(n.Value.Value) && !Hotkey.TryParse(n.Value.Value, out unused))
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emitError("{0} {1}:{2} refers to a Key named `{3}` that does not exist".F(filename, node.Value.Value, n.Key, n.Value.Value));
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}
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if (node.Value.Nodes != null)
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CheckInner(modData, namedKeys, checkWidgetFields, node.Value.Nodes, filename, node, emitError);
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}
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