Files
OpenRA/OpenRA.Mods.Common/Lint/CheckPlayers.cs
2020-07-28 18:22:51 +02:00

107 lines
4.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Lint
{
public class CheckPlayers : ILintMapPass
{
public void Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
{
var players = new MapPlayers(map.PlayerDefinitions).Players;
var worldOwnerFound = false;
var playerNames = players.Values.Select(p => p.Name).ToHashSet();
foreach (var player in players.Values)
{
foreach (var ally in player.Allies)
if (!playerNames.Contains(ally))
emitError("Allies contains player {0} that is not in list.".F(ally));
foreach (var enemy in player.Enemies)
if (!playerNames.Contains(enemy))
emitError("Enemies contains player {0} that is not in list.".F(enemy));
if (player.OwnsWorld)
{
worldOwnerFound = true;
if (player.Enemies.Any() || player.Allies.Any())
emitWarning("The player {0} owning the world should not have any allies or enemies.".F(player.Name));
if (player.Playable)
emitError("The player {0} owning the world can't be playable.".F(player.Name));
}
else if (map.Visibility == MapVisibility.MissionSelector && player.Playable && !player.LockFaction)
{
// Missions must lock the faction of the player to force the server to override the default Random faction
emitError("The player {0} must specify LockFaction: True.".F(player.Name));
}
}
if (!worldOwnerFound)
emitError("Found no player owning the world.");
var worldActor = map.Rules.Actors["world"];
var factions = worldActor.TraitInfos<FactionInfo>().Select(f => f.InternalName).ToHashSet();
foreach (var player in players.Values)
if (!string.IsNullOrWhiteSpace(player.Faction) && !factions.Contains(player.Faction))
emitError("Invalid faction {0} chosen for player {1}.".F(player.Faction, player.Name));
if (worldActor.HasTraitInfo<MPStartLocationsInfo>())
{
var playerCount = players.Count(p => p.Value.Playable);
var spawns = new List<CPos>();
foreach (var kv in map.ActorDefinitions.Where(d => d.Value.Value == "mpspawn"))
{
var s = new ActorReference(kv.Value.Value, kv.Value.ToDictionary());
spawns.Add(s.Get<LocationInit>().Value);
}
if (playerCount > spawns.Count)
emitError("The map allows {0} possible players, but defines only {1} spawn points".F(playerCount, spawns.Count));
if (spawns.Distinct().Count() != spawns.Count)
emitError("Duplicate spawn point locations detected.");
}
// Check for actors that require specific owners
var actorsWithRequiredOwner = map.Rules.Actors
.Where(a => a.Value.HasTraitInfo<RequiresSpecificOwnersInfo>())
.ToDictionary(a => a.Key, a => a.Value.TraitInfo<RequiresSpecificOwnersInfo>());
foreach (var kv in map.ActorDefinitions)
{
var actorReference = new ActorReference(kv.Value.Value, kv.Value.ToDictionary());
var ownerInit = actorReference.GetOrDefault<OwnerInit>();
if (ownerInit == null)
emitError("Actor {0} is not owned by any player.".F(kv.Key));
else
{
var ownerName = ownerInit.InternalName;
if (!playerNames.Contains(ownerName))
emitError("Actor {0} is owned by unknown player {1}.".F(kv.Key, ownerName));
RequiresSpecificOwnersInfo info;
if (actorsWithRequiredOwner.TryGetValue(kv.Value.Value, out info))
if (!info.ValidOwnerNames.Contains(ownerName))
emitError("Actor {0} owner {1} is not one of ValidOwnerNames: {2}".F(kv.Key, ownerName, info.ValidOwnerNames.JoinWith(", ")));
}
}
}
}
}