added "Force Desync" Cheat for debugging

This commit is contained in:
Sascha Biedermann
2013-04-02 23:38:36 +02:00
parent 38578c7f99
commit 2982002397
2 changed files with 69 additions and 3 deletions

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
* 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. For more information,
@@ -9,14 +9,20 @@
#endregion
using System;
using System.Drawing;
using System.Reflection;
using System.Linq;
using OpenRA;
using OpenRA.Traits;
using OpenRA.Widgets;
using XRandom = OpenRA.Thirdparty.Random;
namespace OpenRA.Mods.RA.Widgets.Logic
{
public class CheatsLogic
{
public static XRandom CosmeticRandom = new XRandom();
[ObjectCreator.UseCtor]
public CheatsLogic(Widget widget, Action onExit, World world)
{
@@ -68,6 +74,54 @@ namespace OpenRA.Mods.RA.Widgets.Logic
showAstarCostCheckbox.IsChecked = () => dbgOverlay != null ? dbgOverlay.Visible : false;
showAstarCostCheckbox.OnClick = () => { if (dbgOverlay != null) dbgOverlay.Visible ^= true; };
var desync = widget.Get<ButtonWidget>("DESYNC");
var desyncEnabled = widget.Get<CheckboxWidget>("DESYNC_ARMED");
desyncEnabled.IsChecked = () => !desync.Disabled;
desyncEnabled.OnClick = () => desync.Disabled ^= true;
desync.Disabled = true;
desync.OnClick = () =>
{
var trait = world.ActorsWithTrait<ISync>().Random(CosmeticRandom).Trait;
var t = trait.GetType();
string s;
const BindingFlags bf = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
var fields = t.GetFields(bf).Where(x => x.HasAttribute<SyncAttribute>()).ToArray();
if (fields.Length > 0)
{
var f = fields[CosmeticRandom.Next(fields.Length)];
var before = f.GetValue(trait);
if (f.FieldType == typeof(Boolean))
f.SetValue(trait, !(Boolean) f.GetValue(trait));
else if (f.FieldType == typeof(Int32))
f.SetValue(trait, CosmeticRandom.Next(Int32.MaxValue));
else
{
s = "Sorry, Field-Type not implemented. Try again!";
Game.AddChatLine(Color.White, "Debug", s);
Console.WriteLine(s);
}
var after = f.GetValue(trait);
s = "Type: {0}\nField: ({1}) {2}\nBefore: {3}\nAfter: {4}".F(t.Name, f.FieldType.Name, f.Name, before, after);
Game.AddChatLine(Color.White, "Debug", s);
Console.WriteLine(s);
}
else
{
s = "Bad random choice. This trait has no fields. Try again!";
Game.AddChatLine(Color.White, "Debug", s);
Console.WriteLine(s);
}
};
widget.Get<ButtonWidget>("CLOSE").OnClick = () => { Ui.CloseWindow(); onExit(); };
}