Add a lint rule for VisibilityType.

This commit is contained in:
Paul Chote
2015-06-14 09:48:20 +01:00
parent 6bc4fae084
commit e87e8ae632
3 changed files with 56 additions and 0 deletions

View File

@@ -11,6 +11,7 @@
using System;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Lint
@@ -30,6 +31,18 @@ namespace OpenRA.Mods.Common.Lint
emitError("Actor type `{0}` does not define a default visibility type!".F(actorInfo.Key));
else if (count > 1)
emitError("Actor type `{0}` defines multiple default visibility types!".F(actorInfo.Key));
else
{
var vis = actorInfo.Value.Traits.GetOrDefault<HiddenUnderShroudInfo>();
if (vis != null && vis.Type == VisibilityType.Footprint)
{
var ios = actorInfo.Value.Traits.GetOrDefault<IOccupySpaceInfo>();
if (ios == null)
emitError("Actor type `{0}` defines VisibilityType.Footprint in `{1}` but has no IOccupySpace traits!".F(actorInfo.Key, vis.GetType()));
else if (!ios.OccupiedCells(actorInfo.Value, CPos.Zero).Any())
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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@@ -0,0 +1,42 @@
#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.GameRules;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Lint
{
class CheckRevealFootprint : ILintPass
{
public void Run(Action<string> emitError, Action<string> emitWarning, Map map)
{
foreach (var actorInfo in map.Rules.Actors)
{
if (actorInfo.Key.StartsWith("^"))
continue;
var ios = actorInfo.Value.Traits.GetOrDefault<IOccupySpaceInfo>();
foreach (var rsi in actorInfo.Value.Traits.WithInterface<RevealsShroudInfo>())
{
if (rsi.Type == VisibilityType.CenterPosition)
continue;
if (ios == null)
emitError("Actor type `{0}` defines VisibilityType.Footprint in `{1}` but has no IOccupySpace traits!".F(actorInfo.Key, rsi.GetType()));
else if (!ios.OccupiedCells(actorInfo.Value, CPos.Zero).Any())
emitError("Actor type `{0}` defines VisibilityType.Footprint in `{1}` but does not have any footprint cells!".F(actorInfo.Key, rsi.GetType()));
}
}
}
}
}

View File

@@ -688,6 +688,7 @@
<Compile Include="Traits\Modifiers\AlwaysVisible.cs" />
<Compile Include="Traits\CreatesShroud.cs" />
<Compile Include="Traits\RevealsShroud.cs" />
<Compile Include="Lint\CheckRevealFootprint.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>