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OpenRA/OpenRA.Mods.Common/Lint/CheckTraitPrerequisites.cs
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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>
2026-01-10 21:46:54 +08:00

48 lines
1.4 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.Server;
namespace OpenRA.Mods.Common.Lint
{
public class CheckTraitPrerequisites : ILintRulesPass, ILintServerMapPass
{
void ILintRulesPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Ruleset rules)
{
Run(emitError, emitWarning, rules);
}
void ILintServerMapPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, MapPreview map, Ruleset mapRules)
{
Run(emitError, emitWarning, mapRules);
}
static void Run(Action<string> emitError, Action<string> emitWarning, Ruleset rules)
{
foreach (var actorInfo in rules.Actors)
{
try
{
var hasTraits = actorInfo.Value.TraitsInConstructOrder().Any();
if (!hasTraits && !Enum.TryParse<SystemActors>(actorInfo.Key, true, out _))
emitWarning($"Actor `{actorInfo.Key}` has no traits. Is this intended?");
}
catch (Exception e)
{
emitError($"Actor `{actorInfo.Key}` is not constructible; failure: {e.Message}.");
}
}
}
}
}