Files
OpenRA/OpenRA.Mods.RA/Lint/LintBuildablePrerequisites.cs
2015-01-09 21:18:05 +01:00

52 lines
1.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.RA.Traits;
using OpenRA.Traits;
namespace OpenRA.Mods.RA
{
class LintBuildablePrerequisites : ILintPass
{
public void Run(Action<string> emitError, Action<string> emitWarning, Map map)
{
// Buildings provide their actor names as a prerequisite
var buildingPrereqs = map.Rules.Actors.Where(a => a.Value.Traits.Contains<BuildingInfo>())
.Select(a => a.Key);
// ProvidesCustomPrerequisite allows arbitrary prereq definitions
var customPrereqs = map.Rules.Actors.SelectMany(a => a.Value.Traits
.WithInterface<ProvidesCustomPrerequisiteInfo>())
.Select(p => p.Prerequisite);
// ProvidesTechPrerequisite allows arbitrary prereq definitions
// (but only one group at a time during gameplay)
var techPrereqs = map.Rules.Actors.SelectMany(a => a.Value.Traits
.WithInterface<ProvidesTechPrerequisiteInfo>())
.SelectMany(p => p.Prerequisites);
var providedPrereqs = buildingPrereqs.Concat(customPrereqs).Concat(techPrereqs);
// TODO: this check is case insensitive while the real check in-game is not
foreach (var i in map.Rules.Actors)
{
var bi = i.Value.Traits.GetOrDefault<BuildableInfo>();
if (bi != null)
foreach (var prereq in bi.Prerequisites)
if (!prereq.StartsWith("~disabled"))
if (!providedPrereqs.Contains(prereq.Replace("!", "").Replace("~", "")))
emitError("Buildable actor {0} has prereq {1} not provided by anything.".F(i.Key, prereq));
}
}
}
}