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()));
}
}
}
}
}