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OpenRA/OpenRA.Mods.Common/Lint/CheckLuaScript.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

32 lines
1.1 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 OpenRA.Mods.Common.Scripting;
namespace OpenRA.Mods.Common.Lint
{
public class CheckLuaScript : ILintMapPass
{
void ILintMapPass.Run(Action<string> emitError, Action<string> emitWarning, ModData modData, Map map)
{
var luaScriptInfo = map.Rules.Actors[SystemActors.World].TraitInfoOrDefault<LuaScriptInfo>();
if (luaScriptInfo == null)
return;
// We aren't running this lint on servers as they don't create map packages.
foreach (var script in luaScriptInfo.Scripts)
if (!map.Package.Contains(script) && !modData.DefaultFileSystem.Exists(script))
emitError($"Lua script `{script}` does not exist.");
}
}
}