Files
OpenRA/OpenRA.Mods.Common/Lint/CheckActors.cs
abcdefg30 da507b2eed Add a lint check to ensure no actor names are conflicting with script names
Only scripted maps will have the need to use named actors, so we can
assume that there will be a Lua script used in maps with such actors.
2023-12-15 11:58:42 +02:00

35 lines
1.2 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* 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.Scripting;
namespace OpenRA.Mods.Common.Lint
{
public class CheckActors : ILintMapPass
{
public void Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
{
var scriptBindings = Game.ModData.ObjectCreator.GetTypesImplementing<ScriptGlobal>().Select(t => Utility.GetCustomAttributes<ScriptGlobalAttribute>(t, true)[0].Name).ToHashSet();
foreach (var actor in map.ActorDefinitions)
{
var name = actor.Value.Value;
if (!map.Rules.Actors.ContainsKey(name.ToLowerInvariant()))
emitError($"Actor `{name}` is not defined by any rule.");
if (scriptBindings.Contains(actor.Key))
emitError($"Named actor `{actor.Key}` conflicts with a script global of the same name. Consider renaming the actor.");
}
}
}
}