Supremacy Coding: Unterschied zwischen den Versionen
Aus Reg's Wiki
(→Mainline\SupremacyCore\Collections\GameObjectLookupCollection.cs) |
(→Mainline\SupremacyCore\Collections\GameObjectLookupCollection.cs) |
||
| Zeile 4: | Zeile 4: | ||
ClientCommandLineArguments.Parse(CmdLineArgs, args); | ClientCommandLineArguments.Parse(CmdLineArgs, args); | ||
GameLog.Client.GameData.DebugFormat("CmdLineArgs: {0}", args); | GameLog.Client.GameData.DebugFormat("CmdLineArgs: {0}", args); | ||
| + | |||
| + | |||
| + | === Mainline\SupremacyCore\AI\UnitAI.cs === | ||
| + | |||
| + | *Line 41 | ||
| + | foreach (var ship in fleet.Ships.Where(ship => ship.CanCloak && !ship.IsCloaked)) | ||
| + | ship.IsCloaked = true; | ||
| + | ''GameLog.Client.GameData.DebugFormat("UnitAI: fleet={0}, {1}, {2}, {3}, ", fleet.ObjectID, fleet.Name, fleet.Owner, fleet.Order);'' | ||
| + | |||
| + | *line 92 | ||
| + | fleet.UnitAIType = UnitAIType.Constructor; | ||
| + | GameLog.Client.GameData.DebugFormat("UnitAI - construction: Build is valid {0}, Colony {1}, Lockup {2}, ", FleetOrders.BuildStationOrder.IsValidOrder(fleet), fleet.Sector.System.Colony, GameContext.Current.Universe.HomeColonyLookup[civ]); | ||
| + | //var order = new BuildStationOrder(); | ||
| + | //fleet.SetOrder(order); | ||
| + | if (FleetOrders.BuildStationOrder.IsValidOrder(fleet)) | ||
| + | { | ||
| + | var order = new BuildStationOrder(); | ||
| + | fleet.SetOrder(order); | ||
| + | GameLog.Client.GameData.DebugFormat("UnitAI - order of construction: {0}", order); | ||
| + | order.BuildProject = order.FindTargets(fleet).Cast<StationBuildProject>().LastOrDefault(o => o.StationDesign.IsCombatant); | ||
| + | GameLog.Client.GameData.DebugFormat("UnitAI - construction: order.BuildProject {0}, Target {1}", order.BuildProject, order.FindTargets(fleet).Cast<StationBuildProject>().LastOrDefault(o => o.StationDesign.IsCombatant)); | ||
| + | if (order.BuildProject != null && order.CanAssignOrder(fleet)) | ||
| + | { | ||
| + | fleet.SetOrder(order); | ||
| + | fleet.Activity = UnitActivity.Mission; | ||
| + | GameLog.Client.GameData.DebugFormat("UnitAI - Acivity of construction: {0}", fleet.Activity);" | ||
| + | } | ||
| + | } | ||
| + | else | ||
| + | { | ||
| + | fleet.SetOrder(new ColonizeOrder()); | ||
| + | fleet.UnitAIType = UnitAIType.Constructor; | ||
| + | fleet.Activity = UnitActivity.Mission; | ||
| + | } | ||
| + | |||
Aktuelle Version vom 30. Januar 2016, 22:20 Uhr
Inhaltsverzeichnis
- 1 Mainline\SupremacyClient\ClientApp.xaml.cs
- 2 Mainline\SupremacyCore\AI\UnitAI.cs
- 3 Mainline\SupremacyCore\Collections\GameObjectLookupCollection.cs
- 4 Mainline\SupremacyCore\Combat\CombatEngine.cs
- 5 Mainline\SupremacyCore\Effects\EffectBinding.cs
- 6 Mainline\SupremacyCore\Orbitals\Fleet.cs
- 7 Mainline\SupremacyCore\Universe\GalaxyGenerator.cs
- 8 Mainline\SupremacyCore\Universe\UniverseObject.cs
- 9 Mainline\SupremacyUI\Animation.cs
- 10 Mainline\SupremacyUI\GalaxyGridPanel.cs
Mainline\SupremacyClient\ClientApp.xaml.cs
- Line 468
ClientCommandLineArguments.Parse(CmdLineArgs, args);
GameLog.Client.GameData.DebugFormat("CmdLineArgs: {0}", args);
Mainline\SupremacyCore\AI\UnitAI.cs
- Line 41
foreach (var ship in fleet.Ships.Where(ship => ship.CanCloak && !ship.IsCloaked))
ship.IsCloaked = true;
GameLog.Client.GameData.DebugFormat("UnitAI: fleet={0}, {1}, {2}, {3}, ", fleet.ObjectID, fleet.Name, fleet.Owner, fleet.Order);
- line 92
fleet.UnitAIType = UnitAIType.Constructor;
GameLog.Client.GameData.DebugFormat("UnitAI - construction: Build is valid {0}, Colony {1}, Lockup {2}, ", FleetOrders.BuildStationOrder.IsValidOrder(fleet), fleet.Sector.System.Colony, GameContext.Current.Universe.HomeColonyLookup[civ]);
//var order = new BuildStationOrder();
//fleet.SetOrder(order);
if (FleetOrders.BuildStationOrder.IsValidOrder(fleet))
{
var order = new BuildStationOrder();
fleet.SetOrder(order);
GameLog.Client.GameData.DebugFormat("UnitAI - order of construction: {0}", order);
order.BuildProject = order.FindTargets(fleet).Cast<StationBuildProject>().LastOrDefault(o => o.StationDesign.IsCombatant);
GameLog.Client.GameData.DebugFormat("UnitAI - construction: order.BuildProject {0}, Target {1}", order.BuildProject, order.FindTargets(fleet).Cast<StationBuildProject>().LastOrDefault(o => o.StationDesign.IsCombatant));
if (order.BuildProject != null && order.CanAssignOrder(fleet))
{
fleet.SetOrder(order);
fleet.Activity = UnitActivity.Mission;
GameLog.Client.GameData.DebugFormat("UnitAI - Acivity of construction: {0}", fleet.Activity);"
}
}
else
{
fleet.SetOrder(new ColonizeOrder());
fleet.UnitAIType = UnitAIType.Constructor;
fleet.Activity = UnitActivity.Mission;
}
Mainline\SupremacyCore\Collections\GameObjectLookupCollection.cs
- Line 145
for (var i = 0; i < keys.Length; i++)
{
_lookupDictionary[keys[i]] = values[i];
GameLog.Client.GameData.DebugFormat("Key: {0}, value {1}", keys[i], values[i]);
Mainline\SupremacyCore\Combat\CombatEngine.cs
- Line 190
foreach (var civAssets in this.Assets)
{
GameLog.Client.GameData.DebugFormat("civAssets: {0}", civAssets);
- Line 300
foreach (var shipStats in assets.EscapedShips)
{
((Ship)shipStats.Source).Fleet.Location = destination.Location;
if (((Ship)shipStats.Source).Fleet.IsConstructor)
{
//((Ship)shipStats.Source).Fleet.Order;
//var _order = ((Ship)shipStats.Source).Fleet.SetOrder(FleetOrderGetDefaultOrder());
//((Ship)shipStats.Source).Fleet.SetOrder(GetDefaultOrder());
//((Ship)shipStats.Source).Fleet.SetOrder(GetDefaultOrder());
GameLog.Client.GameData.DebugFormat("I'm happy");
}
GameLog.Client.GameData.DebugFormat("Ship has escaped: shipStats: {0} to location {1}, OwnerID {2}, ObjectID {3}, Name {4}, Order {5}, IsConstructor {6}",
shipStats, destination.Location, ((Ship)shipStats.Source).Fleet.OwnerID, ((Ship)shipStats.Source).Fleet.ObjectID, ((Ship)shipStats.Source).Fleet.Name, ((Ship)shipStats.Source).Fleet.Order, ((Ship)shipStats.Source).Fleet.IsConstructor);
}
Mainline\SupremacyCore\Effects\EffectBinding.cs
- Line 169
GameLog.Client.GameData.DebugFormat(
"Attaching effect to object {{{0}}}: {1}",
this.Target,
this.Description);
Mainline\SupremacyCore\Orbitals\Fleet.cs
- Line 605
OnPropertyChanged("Route");
GameLog.Client.GameData.DebugFormat("Fleet.cs: route={0}", route);
- Line 775
//GameLog.Client.GameData.DebugFormat("Fleet.cs UnitAIType: {0}, activity {1}, _order {2}, _route {3}", UnitAIType, _activity, _order, _route);
Mainline\SupremacyCore\Universe\GalaxyGenerator.cs
- Line 208
Log.DebugFormat("mapSize = {0}", mapSize);
- Line 973
GameLog.Client.GameData.DebugFormat("starType: {0}, position {1}", starType, position);
Mainline\SupremacyCore\Universe\UniverseObject.cs
- Line 277
GameLog.Client.GameData.DebugFormat("UniverseObjects.cs: _location {0}, _name: {1}, _ownerId {2}", _location, _name, _ownerId);
- Line 324
GameLog.Client.GameData.DebugFormat("hasEffectBindings {0}", hasEffectBindings);
Mainline\SupremacyUI\Animation.cs
- total
Mainline\SupremacyUI\GalaxyGridPanel.cs
- line 693
return Math.Max(ViewportWidth / ((SectorSize+48) * _galaxy.Width),
ViewportHeight / ((SectorSize+48) * _galaxy.Height));