Add a utility command for checking sequences.
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51
OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.cs
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51
OpenRA.Mods.Common/UtilityCommands/CheckSequenceSprites.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.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using OpenRA.FileSystem;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using StyleCop;
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namespace OpenRA.Mods.Common.UtilityCommands
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{
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class CheckSquenceSprites : IUtilityCommand
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{
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public string Name { get { return "--check-sequence-sprites"; } }
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[Desc("Check the sequence definitions for missing sprite files.")]
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public void Run(ModData modData, string[] args)
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{
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// HACK: The engine code assumes that Game.modData is set.
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Game.ModData = modData;
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GlobalFileSystem.LoadFromManifest(Game.ModData.Manifest);
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Game.ModData.SpriteSequenceLoader.OnMissingSpriteError = s => Console.WriteLine("\t" + s);
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foreach (var t in Game.ModData.Manifest.TileSets)
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{
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var ts = new TileSet(Game.ModData, t);
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Console.WriteLine("Tileset: " + ts.Name);
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var sc = new SpriteCache(modData.SpriteLoaders, ts.Extensions, new SheetBuilder(SheetType.Indexed));
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var sequenceFiles = modData.Manifest.Sequences;
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var nodes = sequenceFiles
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.Select(s => MiniYaml.FromFile(s))
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.Aggregate(MiniYaml.MergeLiberal);
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foreach (var n in nodes)
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Game.ModData.SpriteSequenceLoader.ParseSequences(Game.ModData, ts, sc, n);
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}
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}
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}
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}
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