107 lines
4.0 KiB
C#
107 lines
4.0 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 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.Collections.Generic;
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using System.Linq;
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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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public class CheckPlayers : ILintMapPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
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{
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var players = new MapPlayers(map.PlayerDefinitions).Players;
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var worldOwnerFound = false;
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var playerNames = players.Values.Select(p => p.Name).ToHashSet();
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foreach (var player in players.Values)
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{
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foreach (var ally in player.Allies)
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if (!playerNames.Contains(ally))
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emitError("Allies contains player {0} that is not in list.".F(ally));
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foreach (var enemy in player.Enemies)
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if (!playerNames.Contains(enemy))
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emitError("Enemies contains player {0} that is not in list.".F(enemy));
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if (player.OwnsWorld)
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{
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worldOwnerFound = true;
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if (player.Enemies.Any() || player.Allies.Any())
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emitWarning("The player {0} owning the world should not have any allies or enemies.".F(player.Name));
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if (player.Playable)
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emitError("The player {0} owning the world can't be playable.".F(player.Name));
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}
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else if (map.Visibility == MapVisibility.MissionSelector && player.Playable && !player.LockFaction)
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{
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// Missions must lock the faction of the player to force the server to override the default Random faction
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emitError("The player {0} must specify LockFaction: True.".F(player.Name));
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}
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}
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if (!worldOwnerFound)
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emitError("Found no player owning the world.");
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var worldActor = map.Rules.Actors["world"];
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var factions = worldActor.TraitInfos<FactionInfo>().Select(f => f.InternalName).ToHashSet();
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foreach (var player in players.Values)
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if (!string.IsNullOrWhiteSpace(player.Faction) && !factions.Contains(player.Faction))
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emitError("Invalid faction {0} chosen for player {1}.".F(player.Faction, player.Name));
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if (worldActor.HasTraitInfo<MPStartLocationsInfo>())
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{
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var playerCount = players.Count(p => p.Value.Playable);
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var spawns = new List<CPos>();
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foreach (var kv in map.ActorDefinitions.Where(d => d.Value.Value == "mpspawn"))
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{
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var s = new ActorReference(kv.Value.Value, kv.Value.ToDictionary());
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spawns.Add(s.Get<LocationInit>().Value);
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}
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if (playerCount > spawns.Count)
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emitError("The map allows {0} possible players, but defines only {1} spawn points".F(playerCount, spawns.Count));
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if (spawns.Distinct().Count() != spawns.Count)
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emitError("Duplicate spawn point locations detected.");
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}
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// Check for actors that require specific owners
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var actorsWithRequiredOwner = map.Rules.Actors
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.Where(a => a.Value.HasTraitInfo<RequiresSpecificOwnersInfo>())
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.ToDictionary(a => a.Key, a => a.Value.TraitInfo<RequiresSpecificOwnersInfo>());
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foreach (var kv in map.ActorDefinitions)
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{
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var actorReference = new ActorReference(kv.Value.Value, kv.Value.ToDictionary());
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var ownerInit = actorReference.GetOrDefault<OwnerInit>();
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if (ownerInit == null)
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emitError("Actor {0} is not owned by any player.".F(kv.Key));
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else
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{
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var ownerName = ownerInit.InternalName;
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if (!playerNames.Contains(ownerName))
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emitError("Actor {0} is owned by unknown player {1}.".F(kv.Key, ownerName));
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RequiresSpecificOwnersInfo info;
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if (actorsWithRequiredOwner.TryGetValue(kv.Value.Value, out info))
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if (!info.ValidOwnerNames.Contains(ownerName))
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emitError("Actor {0} owner {1} is not one of ValidOwnerNames: {2}".F(kv.Key, ownerName, info.ValidOwnerNames.JoinWith(", ")));
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}
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}
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}
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}
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}
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