check for too few/many spawn points/player definitions
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@@ -10,6 +10,7 @@
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using System;
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using System;
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using System.Linq;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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namespace OpenRA.Mods.Common.Lint
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@@ -31,10 +32,22 @@ 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 {0} that is not in list.".F(enemy));
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emitError("Enemies contains player {0} that is not in list.".F(enemy));
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var races = map.Rules.Actors["world"].Traits.WithInterface<CountryInfo>().Select(c => c.Race);
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var worldActor = map.Rules.Actors["world"];
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var races = worldActor.Traits.WithInterface<CountryInfo>().Select(c => c.Race);
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foreach (var player in players)
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foreach (var player in players)
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if (!string.IsNullOrWhiteSpace(player.Value.Race) && player.Value.Race != "Random" && !races.Contains(player.Value.Race))
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if (!string.IsNullOrWhiteSpace(player.Value.Race) && player.Value.Race != "Random" && !races.Contains(player.Value.Race))
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emitError("Invalid race {0} chosen for player {1}.".F(player.Value.Race, player.Value.Name));
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emitError("Invalid race {0} chosen for player {1}.".F(player.Value.Race, player.Value.Name));
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if (worldActor.Traits.Contains<MPStartLocationsInfo>())
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{
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var multiPlayers = players.Where(p => p.Value.Playable).Count();
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var spawns = map.ActorDefinitions.Where(a => a.Value.Value == "mpspawn");
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var spawnCount = spawns.Count();
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if (multiPlayers > spawnCount)
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emitError("The map allows {0} possible players, but defines only {1} spawn points".F(multiPlayers, spawnCount));
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}
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}
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}
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}
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}
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}
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}
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