Files
OpenRA/OpenRA.Mods.Common/Lint/CheckSequences.cs
2020-09-12 17:52:46 +02:00

151 lines
5.7 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 System.Reflection;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Traits.Render;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Lint
{
class CheckSequences : ILintRulesPass
{
void ILintRulesPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Ruleset rules)
{
// Custom maps define rules.Sequences, default mod rules leave it null.
if (rules.Sequences == null)
{
foreach (var kv in modData.DefaultSequences)
{
Console.WriteLine("Testing default sequences for {0}", kv.Key);
Run(emitError, emitWarning, rules, kv.Value);
}
}
else if (!modData.DefaultSequences.Values.Contains(rules.Sequences))
Run(emitError, emitWarning, rules, rules.Sequences);
}
void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules, SequenceProvider sequences)
{
var factions = rules.Actors["world"].TraitInfos<FactionInfo>().Select(f => f.InternalName).ToArray();
foreach (var actorInfo in rules.Actors)
{
// Actors may have 0 or 1 RenderSprites traits
var renderInfo = actorInfo.Value.TraitInfoOrDefault<RenderSpritesInfo>();
if (renderInfo == null)
continue;
var images = new HashSet<string>()
{
renderInfo.GetImage(actorInfo.Value, sequences, null).ToLowerInvariant()
};
// Some actors define faction-specific artwork
foreach (var faction in factions)
images.Add(renderInfo.GetImage(actorInfo.Value, sequences, faction).ToLowerInvariant());
foreach (var traitInfo in actorInfo.Value.TraitInfos<TraitInfo>())
{
// Remove the "Info" suffix
var traitName = traitInfo.GetType().Name;
traitName = traitName.Remove(traitName.Length - 4);
var fields = traitInfo.GetType().GetFields();
foreach (var field in fields)
{
var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
if (sequenceReference == null)
continue;
// Some sequences may specify their own Image override
IEnumerable<string> sequenceImages = images;
if (!string.IsNullOrEmpty(sequenceReference.ImageReference))
{
var imageField = fields.First(f => f.Name == sequenceReference.ImageReference);
var imageOverride = (string)imageField.GetValue(traitInfo);
if (string.IsNullOrEmpty(imageOverride))
{
if (!sequenceReference.AllowNullImage)
emitError("Actor type `{0}` trait `{1}` must define a value for `{2}`".F(actorInfo.Value.Name, traitName, sequenceReference.ImageReference));
continue;
}
sequenceImages = new[] { imageOverride.ToLowerInvariant() };
}
foreach (var sequence in LintExts.GetFieldValues(traitInfo, field, emitError, sequenceReference.DictionaryReference))
{
if (string.IsNullOrEmpty(sequence))
continue;
foreach (var i in sequenceImages)
{
if (sequenceReference.Prefix)
{
// TODO: Remove prefixed sequence references and instead use explicit lists of lintable references
if (!sequences.Sequences(i).Any(s => s.StartsWith(sequence)))
emitWarning("Actor type `{0}` trait `{1}` field `{2}` defines a prefix `{3}` that does not match any sequences on image `{4}`.".F(actorInfo.Value.Name, traitName, field.Name, sequence, i));
}
else if (!sequences.HasSequence(i, sequence))
emitError("Actor type `{0}` trait `{1}` field `{2}` references an undefined sequence `{3}` on image `{4}`.".F(actorInfo.Value.Name, traitName, field.Name, sequence, i));
}
}
}
}
}
foreach (var weaponInfo in rules.Weapons)
{
var projectileInfo = weaponInfo.Value.Projectile;
if (projectileInfo == null)
continue;
var fields = projectileInfo.GetType().GetFields();
foreach (var field in fields)
{
var sequenceReference = field.GetCustomAttributes<SequenceReferenceAttribute>(true).FirstOrDefault();
if (sequenceReference == null)
continue;
// All weapon sequences must specify their corresponding image
var image = ((string)fields.First(f => f.Name == sequenceReference.ImageReference).GetValue(projectileInfo));
if (string.IsNullOrEmpty(image))
{
if (!sequenceReference.AllowNullImage)
emitError("Weapon type `{0}` projectile field `{1}` must define a value".F(weaponInfo.Key, sequenceReference.ImageReference));
continue;
}
image = image.ToLowerInvariant();
foreach (var sequence in LintExts.GetFieldValues(projectileInfo, field, emitError, sequenceReference.DictionaryReference))
{
if (string.IsNullOrEmpty(sequence))
continue;
if (sequenceReference.Prefix)
{
// TODO: Remove prefixed sequence references and instead use explicit lists of lintable references
if (!sequences.Sequences(image).Any(s => s.StartsWith(sequence)))
emitWarning("Weapon type `{0}` projectile field `{1}` defines a prefix `{2}` that does not match any sequences on image `{3}`.".F(weaponInfo.Key, field.Name, sequence, image));
}
else if (!sequences.HasSequence(image, sequence))
emitError("Weapon type `{0}` projectile field `{1}` references an undefined sequence `{2}` on image `{3}`.".F(weaponInfo.Key, field.Name, sequence, image));
}
}
}
}
}
}