Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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103
OpenRA.Mods.Common/Lint/CheckPlayers.cs
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103
OpenRA.Mods.Common/Lint/CheckPlayers.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Server;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Lint
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{
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public class CheckPlayers : ILintMapPass, ILintServerMapPass
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{
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void ILintMapPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
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{
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var players = new MapPlayers(map.PlayerDefinitions);
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var spawns = new List<CPos>();
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foreach (var kv in map.ActorDefinitions.Where(d => d.Value.Value == "mpspawn"))
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{
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var s = new ActorReference(kv.Value.Value, kv.Value);
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spawns.Add(s.Get<LocationInit>().Value);
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}
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Run(emitError, emitWarning, players, map.Visibility, map.Rules.Actors[SystemActors.World], spawns.ToImmutableArray());
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}
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void ILintServerMapPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, MapPreview map, Ruleset mapRules)
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{
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Run(emitError, emitWarning, map.Players, map.Visibility, map.WorldActorInfo, map.SpawnPoints);
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}
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static void Run(Action<string> emitError, Action<string> emitWarning,
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MapPlayers players, MapVisibility visibility, ActorInfo worldActorInfo, ImmutableArray<CPos> spawnPoints)
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{
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if (players.Players.Count > 64)
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emitError("Defining more than 64 players is not allowed.");
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var playablePlayerFound = false;
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var worldOwnerFound = false;
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var playerNames = players.Players.Values.Select(p => p.Name).ToHashSet();
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foreach (var player in players.Players.Values)
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{
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foreach (var ally in player.Allies)
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if (!playerNames.Contains(ally))
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emitError($"The player `{player.Name}` allies list contains an invalid player `{ally}`.");
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foreach (var enemy in player.Enemies)
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if (!playerNames.Contains(enemy))
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emitError($"The player `{player.Name}` enemy list contains an invalid player `{enemy}`.");
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if (player.Playable)
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playablePlayerFound = true;
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if (player.OwnsWorld)
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{
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worldOwnerFound = true;
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if (player.Enemies.Length > 0 || player.Allies.Length > 0)
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emitWarning($"The player `{player.Name}` owning the world should not have any allies or enemies.");
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if (player.Playable)
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emitError($"The player `{player.Name}` owning the world can't be playable.");
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}
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else if (visibility == MapVisibility.MissionSelector && player.Playable && !player.LockFaction)
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{
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// Missions must lock the faction of the player to force the server to override the default Random faction
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emitError($"The player `{player.Name}` must specify LockFaction: True.");
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}
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}
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if (!playablePlayerFound && visibility != MapVisibility.Shellmap)
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emitError("Found no playable player.");
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if (!worldOwnerFound)
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emitError("Found no player owning the world.");
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var factions = worldActorInfo.TraitInfos<FactionInfo>().Select(f => f.InternalName).ToHashSet();
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foreach (var player in players.Players.Values)
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if (!string.IsNullOrWhiteSpace(player.Faction) && !factions.Contains(player.Faction))
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emitError($"Invalid faction `{player.Faction}` chosen for player `{player.Name}`.");
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if (worldActorInfo.HasTraitInfo<MapStartingLocationsInfo>())
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{
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var playerCount = players.Players.Count(p => p.Value.Playable);
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if (playerCount > spawnPoints.Length)
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emitError($"The map allows {playerCount} possible players, but defines only {spawnPoints.Length} spawn points.");
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foreach (var spawn in spawnPoints.GroupBy(x => x))
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if (spawn.Count() > 1)
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emitError($"Duplicate spawn point location detected at `{spawn.Key}`.");
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}
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}
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}
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}
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