Files
OpenRA/OpenRA.Mods.Common/Lint/CheckDeathTypes.cs
2017-01-29 18:58:35 +00:00

65 lines
2.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Lint
{
class CheckDeathTypes : ILintRulesPass
{
public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
{
foreach (var actorInfo in rules.Actors)
{
var animations = actorInfo.Value.TraitInfos<WithDeathAnimationInfo>().ToList();
if (!animations.Any())
continue;
var deathAnimationDeathtypes = animations.SelectMany(x => x.DeathTypes.Select(y => y.Key)).ToList();
var spawnActorDeathtypes = actorInfo.Value.TraitInfos<SpawnActorOnDeathInfo>().Where(s => !string.IsNullOrEmpty(s.DeathType)).Select(a => a.DeathType);
var spawnActorOnAnyDeathType = actorInfo.Value.TraitInfos<SpawnActorOnDeathInfo>().Any(s => s.DeathType == null);
var deathTypes = deathAnimationDeathtypes.Concat(spawnActorDeathtypes).Distinct();
if (!deathTypes.Any() || spawnActorOnAnyDeathType)
continue;
var targetable = actorInfo.Value.TraitInfos<ITargetableInfo>().SelectMany(x => x.GetTargetTypes()).ToList();
if (!targetable.Any())
continue;
foreach (var weaponInfo in rules.Weapons)
{
var warheads = weaponInfo.Value.Warheads.OfType<DamageWarhead>().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} doesn't define a death animation or spawn an actor on death for weapon {1}!"
.F(actorInfo.Key, weaponInfo.Key));
}
}
}
}
}
}