65 lines
2.2 KiB
C#
65 lines
2.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.Common.Traits.Render;
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using OpenRA.Mods.Common.Warheads;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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class CheckDeathTypes : ILintRulesPass
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{
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public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
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{
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foreach (var actorInfo in rules.Actors)
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{
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var animations = actorInfo.Value.TraitInfos<WithDeathAnimationInfo>().ToList();
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if (!animations.Any())
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continue;
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var deathAnimationDeathtypes = animations.SelectMany(x => x.DeathTypes.Select(y => y.Key)).ToList();
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var spawnActorDeathtypes = actorInfo.Value.TraitInfos<SpawnActorOnDeathInfo>().Where(s => !string.IsNullOrEmpty(s.DeathType)).Select(a => a.DeathType);
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var spawnActorOnAnyDeathType = actorInfo.Value.TraitInfos<SpawnActorOnDeathInfo>().Any(s => s.DeathType == null);
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var deathTypes = deathAnimationDeathtypes.Concat(spawnActorDeathtypes).Distinct();
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if (!deathTypes.Any() || spawnActorOnAnyDeathType)
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continue;
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var targetable = actorInfo.Value.TraitInfos<ITargetableInfo>().SelectMany(x => x.GetTargetTypes()).ToList();
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if (!targetable.Any())
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continue;
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foreach (var weaponInfo in rules.Weapons)
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{
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var warheads = weaponInfo.Value.Warheads.OfType<DamageWarhead>().Where(dw => dw.Damage > 0);
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foreach (var warhead in warheads)
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{
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// This is a special warhead, like the one on `weathering` in D2k.
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if (!warhead.DamageTypes.Any())
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continue;
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// This warhead cannot affect this actor.
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if (!warhead.ValidTargets.Overlaps(targetable))
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continue;
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if (!warhead.DamageTypes.Overlaps(deathTypes))
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emitError("Actor type {0} doesn't define a death animation or spawn an actor on death for weapon {1}!"
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.F(actorInfo.Key, weaponInfo.Key));
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}
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}
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}
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}
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}
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}
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