Add lint check for invalid projectile angles
Emits error if - angle exceeds 255 or -255 - minimum launch angle exceeds maximum launch angle
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@@ -19,6 +19,7 @@ namespace OpenRA
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public struct WAngle : IEquatable<WAngle>
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public struct WAngle : IEquatable<WAngle>
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{
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{
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public readonly int Angle;
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public readonly int Angle;
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public int AngleSquared { get { return (int)Angle * Angle; } }
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public WAngle(int a)
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public WAngle(int a)
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{
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{
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70
OpenRA.Mods.Common/Lint/CheckAngle.cs
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70
OpenRA.Mods.Common/Lint/CheckAngle.cs
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@@ -0,0 +1,70 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2016 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.Mods.Common.Projectiles;
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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 CheckAngle : ILintRulesPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
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{
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foreach (var weaponInfo in rules.Weapons)
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{
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var missile = weaponInfo.Value.Projectile as MissileInfo;
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if (missile != null)
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{
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var minAngle = missile.MinimumLaunchAngle.Angle;
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var maxAngle = missile.MaximumLaunchAngle.Angle;
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// If both angles are identical, we only need to test one of them
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var testMaxAngle = minAngle != maxAngle;
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CheckLaunchAngles(weaponInfo.Key, minAngle, testMaxAngle, maxAngle, emitError);
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}
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var bullet = weaponInfo.Value.Projectile as BulletInfo;
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if (bullet != null)
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{
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var minAngle = bullet.LaunchAngle[0].Angle;
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var maxAngle = bullet.LaunchAngle.Length > 1 ? bullet.LaunchAngle[1].Angle : minAngle;
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// If both angles are identical, we only need to test one of them
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var testMaxAngle = minAngle != maxAngle;
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CheckLaunchAngles(weaponInfo.Key, minAngle, testMaxAngle, maxAngle, emitError);
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}
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}
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}
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static bool InvalidAngle(int value)
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{
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return value > 255 && value < 769;
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}
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static void CheckLaunchAngles(string weaponInfo, int minAngle, bool testMaxAngle, int maxAngle, Action<string> emitError)
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{
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if (InvalidAngle(minAngle))
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emitError("Weapon `{0}`: Projectile minimum LaunchAngle must not exceed (-)255!".F(weaponInfo));
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if (testMaxAngle && InvalidAngle(maxAngle))
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emitError("Weapon `{0}`: Projectile maximum LaunchAngle must not exceed (-)255!".F(weaponInfo));
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if ((minAngle < 256) && (maxAngle < 256) && (minAngle > maxAngle))
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emitError("Weapon `{0}`: Projectile minimum LaunchAngle must not exceed maximum LaunchAngle!".F(weaponInfo));
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if ((minAngle > 768) && (maxAngle > 768) && (minAngle > maxAngle))
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emitError("Weapon `{0}`: Projectile minimum LaunchAngle must not exceed maximum LaunchAngle!".F(weaponInfo));
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if ((minAngle < 256) && (maxAngle > 768))
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emitError("Weapon `{0}`: Projectile minimum LaunchAngle must not exceed maximum LaunchAngle!".F(weaponInfo));
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}
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}
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}
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@@ -168,6 +168,7 @@
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<Compile Include="HitShapes\Capsule.cs" />
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<Compile Include="HitShapes\Capsule.cs" />
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<Compile Include="HitShapes\Circle.cs" />
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<Compile Include="HitShapes\Circle.cs" />
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<Compile Include="Lint\CheckBuildingFootprint.cs" />
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<Compile Include="Lint\CheckBuildingFootprint.cs" />
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<Compile Include="Lint\CheckAngle.cs" />
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<Compile Include="Lint\CheckSequences.cs" />
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<Compile Include="Lint\CheckSequences.cs" />
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<Compile Include="Lint\CheckPalettes.cs" />
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<Compile Include="Lint\CheckPalettes.cs" />
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<Compile Include="Lint\CheckPlayers.cs" />
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<Compile Include="Lint\CheckPlayers.cs" />
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