#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.Mods.Common.Traits; using OpenRA.Mods.Common.Warheads; using OpenRA.Traits; namespace OpenRA.Mods.Common.Lint { class CheckDeathTypes : ILintRulesPass { public void Run(Action emitError, Action emitWarning, Ruleset rules) { foreach (var actorInfo in rules.Actors) { var animations = actorInfo.Value.TraitInfos().ToList(); if (!animations.Any()) continue; var deathTypes = animations.SelectMany(x => x.DeathTypes.Select(y => y.Key)).ToList(); if (!deathTypes.Any()) continue; var targetable = actorInfo.Value.TraitInfos().SelectMany(x => x.GetTargetTypes()).ToList(); if (!targetable.Any()) continue; foreach (var weaponInfo in rules.Weapons) { var warheads = weaponInfo.Value.Warheads.OfType().Where(dw => dw.Damage > 0); foreach (var warhead in warheads) { // This is a special warhead, like the one on `weathering` in D2k. if (!warhead.DamageTypes.Any()) continue; // This warhead cannot affect this actor. if (!warhead.ValidTargets.Overlaps(targetable)) continue; if (!warhead.DamageTypes.Overlaps(deathTypes)) emitError("Actor type `{0}` does not define a death animation for weapon `{1}`!" .F(actorInfo.Key, weaponInfo.Key)); } } } } } }