Add a lint check for maps without playable player
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@@ -43,6 +43,7 @@ namespace OpenRA.Mods.Common.Lint
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if (players.Players.Count > 64)
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if (players.Players.Count > 64)
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emitError("Defining more than 64 players is not allowed.");
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emitError("Defining more than 64 players is not allowed.");
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var playablePlayerFound = false;
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var worldOwnerFound = false;
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var worldOwnerFound = false;
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var playerNames = players.Players.Values.Select(p => p.Name).ToHashSet();
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var playerNames = players.Players.Values.Select(p => p.Name).ToHashSet();
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foreach (var player in players.Players.Values)
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foreach (var player in players.Players.Values)
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@@ -55,6 +56,9 @@ namespace OpenRA.Mods.Common.Lint
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if (!playerNames.Contains(enemy))
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if (!playerNames.Contains(enemy))
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emitError($"Enemies contains player {enemy} that is not in list.");
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emitError($"Enemies contains player {enemy} that is not in list.");
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if (player.Playable)
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playablePlayerFound = true;
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if (player.OwnsWorld)
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if (player.OwnsWorld)
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{
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{
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worldOwnerFound = true;
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worldOwnerFound = true;
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@@ -71,6 +75,9 @@ namespace OpenRA.Mods.Common.Lint
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}
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}
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}
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}
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if (!playablePlayerFound && visibility != MapVisibility.Shellmap)
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emitError("Found no playable player.");
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if (!worldOwnerFound)
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if (!worldOwnerFound)
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emitError("Found no player owning the world.");
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emitError("Found no player owning the world.");
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