Add a lint rule for VisibilityType.
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@@ -11,6 +11,7 @@
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using System;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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@@ -30,6 +31,18 @@ namespace OpenRA.Mods.Common.Lint
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emitError("Actor type `{0}` does not define a default visibility type!".F(actorInfo.Key));
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else if (count > 1)
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emitError("Actor type `{0}` defines multiple default visibility types!".F(actorInfo.Key));
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else
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{
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var vis = actorInfo.Value.Traits.GetOrDefault<HiddenUnderShroudInfo>();
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if (vis != null && vis.Type == VisibilityType.Footprint)
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{
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var ios = actorInfo.Value.Traits.GetOrDefault<IOccupySpaceInfo>();
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if (ios == null)
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emitError("Actor type `{0}` defines VisibilityType.Footprint in `{1}` but has no IOccupySpace traits!".F(actorInfo.Key, vis.GetType()));
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else if (!ios.OccupiedCells(actorInfo.Value, CPos.Zero).Any())
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emitError("Actor type `{0}` defines VisibilityType.Footprint in `{1}` but does not have any footprint cells!".F(actorInfo.Key, vis.GetType()));
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}
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}
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}
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}
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}
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42
OpenRA.Mods.Common/Lint/CheckRevealFootprint.cs
Normal file
42
OpenRA.Mods.Common/Lint/CheckRevealFootprint.cs
Normal file
@@ -0,0 +1,42 @@
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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.Linq;
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using OpenRA.GameRules;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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class CheckRevealFootprint : ILintPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, Map map)
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{
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foreach (var actorInfo in map.Rules.Actors)
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{
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if (actorInfo.Key.StartsWith("^"))
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continue;
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var ios = actorInfo.Value.Traits.GetOrDefault<IOccupySpaceInfo>();
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foreach (var rsi in actorInfo.Value.Traits.WithInterface<RevealsShroudInfo>())
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{
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if (rsi.Type == VisibilityType.CenterPosition)
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continue;
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if (ios == null)
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emitError("Actor type `{0}` defines VisibilityType.Footprint in `{1}` but has no IOccupySpace traits!".F(actorInfo.Key, rsi.GetType()));
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else if (!ios.OccupiedCells(actorInfo.Value, CPos.Zero).Any())
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emitError("Actor type `{0}` defines VisibilityType.Footprint in `{1}` but does not have any footprint cells!".F(actorInfo.Key, rsi.GetType()));
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}
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}
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}
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}
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}
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@@ -688,6 +688,7 @@
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<Compile Include="Traits\Modifiers\AlwaysVisible.cs" />
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<Compile Include="Traits\CreatesShroud.cs" />
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<Compile Include="Traits\RevealsShroud.cs" />
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<Compile Include="Lint\CheckRevealFootprint.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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