Make Prerequisite Lint Check use ITechTreePrerequisiteInfo

This commit is contained in:
Mustafa Alperen Seki
2018-07-13 15:39:21 +03:00
committed by Paul Chote
parent e33f729682
commit c14c7653bc
5 changed files with 17 additions and 12 deletions

View File

@@ -20,16 +20,7 @@ namespace OpenRA.Mods.Common.Lint
{
public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
{
// ProvidesPrerequisite allows arbitrary prereq definitions
var customPrereqs = rules.Actors.SelectMany(a => a.Value.TraitInfos<ProvidesPrerequisiteInfo>()
.Select(p => p.Prerequisite ?? a.Value.Name));
// ProvidesTechPrerequisite allows arbitrary prereq definitions
// (but only one group at a time during gameplay)
var techPrereqs = rules.Actors.SelectMany(a => a.Value.TraitInfos<ProvidesTechPrerequisiteInfo>())
.SelectMany(p => p.Prerequisites);
var providedPrereqs = customPrereqs.Concat(techPrereqs);
var providedPrereqs = rules.Actors.SelectMany(a => a.Value.TraitInfos<ITechTreePrerequisiteInfo>().SelectMany(p => p.Prerequisites(a.Value)));
// TODO: this check is case insensitive while the real check in-game is not
foreach (var i in rules.Actors)