optionally lint check a mod + map.yaml

closes #3850
This commit is contained in:
Matthias Mailänder
2013-12-05 20:31:52 +01:00
parent 60f6a07014
commit e05e17c22e

View File

@@ -36,7 +36,7 @@ namespace OpenRA.Lint
{
var options = args.Where(a => a.StartsWith("-"));
var mod = args.Where(a => !options.Contains(a)).First();
var map = args.Where(a => !options.Contains(a)).Skip(1).FirstOrDefault();
var verbose = options.Contains("-v") || options.Contains("--verbose");
// bind some nonfatal error handling into FieldLoader, so we don't just *explode*.
@@ -45,7 +45,11 @@ namespace OpenRA.Lint
AppDomain.CurrentDomain.AssemblyResolve += FileSystem.ResolveAssembly;
Game.modData = new ModData(mod);
Rules.LoadRules(Game.modData.Manifest, new Map());
var testMap = string.IsNullOrEmpty(map) ? new Map() : new Map(map);
if (verbose && !string.IsNullOrEmpty(map))
Console.WriteLine("Map: {0}".F(testMap.Title));
Rules.LoadRules(Game.modData.Manifest, testMap);
foreach (var customPassType in Game.modData.ObjectCreator
.GetTypesImplementing<ILintPass>())