Supremacy Coding

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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));