Files
OpenRA/OpenRA.Mods.Common/Lint/CheckTargetHealthRadius.cs
reaperrr fef4f3eb79 Move projectiles to their own namespace and folder
While they are (currently) technically effects, this makes the actual purpose and wiki more clear.
2016-05-28 14:42:33 +02:00

93 lines
3.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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.Projectiles;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Warheads;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Lint
{
class CheckTargetHealthRadius : ILintRulesPass
{
public void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
{
foreach (var actorInfo in rules.Actors)
{
var healthTraits = actorInfo.Value.TraitInfos<HealthInfo>().ToList();
if (!healthTraits.Any())
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<SpreadDamageWarhead>().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 (healthTraits.Where(x => x.Shape.OuterRadius.Length > warhead.TargetExtraSearchRadius.Length).Any())
emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of a SpreadDamageWarhead on `{1}`!"
.F(actorInfo.Key, weaponInfo.Key));
}
var effectWarheads = weaponInfo.Value.Warheads.OfType<CreateEffectWarhead>();
foreach (var warhead in effectWarheads)
{
// This warhead cannot affect this actor.
if (!warhead.ValidTargets.Overlaps(targetable))
continue;
if (healthTraits.Where(x => x.Shape.OuterRadius.Length > warhead.TargetSearchRadius.Length).Any())
emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of a CreateEffectWarhead on `{1}`!"
.F(actorInfo.Key, weaponInfo.Key));
}
var bullet = weaponInfo.Value.Projectile as BulletInfo;
var missile = weaponInfo.Value.Projectile as MissileInfo;
var areabeam = weaponInfo.Value.Projectile as AreaBeamInfo;
if (bullet == null && missile == null && areabeam == null)
continue;
var targetExtraSearchRadius = WDist.Zero;
if (bullet != null)
targetExtraSearchRadius = bullet.TargetExtraSearchRadius;
if (missile != null)
targetExtraSearchRadius = missile.TargetExtraSearchRadius;
if (areabeam != null)
targetExtraSearchRadius = areabeam.TargetExtraSearchRadius;
if (healthTraits.Where(x => x.Shape.OuterRadius.Length > targetExtraSearchRadius.Length).Any())
emitError("Actor type `{0}` has a health radius exceeding the victim scan radius of the projectile on `{1}`!"
.F(actorInfo.Key, weaponInfo.Key));
}
}
}
}
}