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OpenRA/OpenRA.Mods.Common/Lint/CheckActors.cs
let5sne.win10 9cf6ebb986
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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

37 lines
1.2 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.Scripting;
namespace OpenRA.Mods.Common.Lint
{
public class CheckActors : ILintMapPass
{
public void Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
{
var scriptBindings = Game.ModData.ObjectCreator.GetTypesImplementing<ScriptGlobal>()
.Select(t => Utility.GetCustomAttributes<ScriptGlobalAttribute>(t, true)[0].Name)
.ToHashSet();
foreach (var actor in map.ActorDefinitions)
{
var name = actor.Value.Value;
if (!map.Rules.Actors.ContainsKey(name.ToLowerInvariant()))
emitError($"Actor `{name}` is not defined by any rule.");
if (scriptBindings.Contains(actor.Key))
emitError($"Named actor `{actor.Key}` conflicts with a script global of the same name. Consider renaming the actor.");
}
}
}
}