Files
OpenRA/OpenRA.Game/Traits/Player/DeveloperMode.cs
2016-03-07 21:41:12 +00:00

210 lines
5.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2016 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, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
namespace OpenRA.Traits
{
[Desc("Attach this to the player actor.")]
public class DeveloperModeInfo : ITraitInfo
{
[Desc("Default value of the developer mode checkbox in the lobby.")]
public bool Enabled = false;
[Desc("Prevent the developer mode state from being changed in the lobby.")]
public bool Locked = false;
[Desc("Default cash bonus granted by the give cash cheat.")]
public int Cash = 20000;
[Desc("Growth steps triggered by the grow resources button.")]
public int ResourceGrowth = 100;
[Desc("Enable the fast build cheat by default.")]
public bool FastBuild;
[Desc("Enable the fast support powers cheat by default.")]
public bool FastCharge;
[Desc("Enable the disable visibility cheat by default.")]
public bool DisableShroud;
[Desc("Enable the unlimited power cheat by default.")]
public bool UnlimitedPower;
[Desc("Enable the build anywhere cheat by default.")]
public bool BuildAnywhere;
[Desc("Enable the path debug overlay by default.")]
public bool PathDebug;
[Desc("Enable the combat geometry overlay by default.")]
public bool ShowCombatGeometry;
[Desc("Enable the debug geometry overlay by default.")]
public bool ShowDebugGeometry;
[Desc("Enable the depth buffer overlay by default.")]
public bool ShowDepthPreview;
[Desc("Enable the actor tags overlay by default.")]
public bool ShowActorTags;
public object Create(ActorInitializer init) { return new DeveloperMode(this); }
}
public class DeveloperMode : IResolveOrder, ISync
{
DeveloperModeInfo info;
[Sync] public bool FastCharge;
[Sync] public bool AllTech;
[Sync] public bool FastBuild;
[Sync] public bool DisableShroud;
[Sync] public bool PathDebug;
[Sync] public bool UnlimitedPower;
[Sync] public bool BuildAnywhere;
// Client side only
public bool ShowCombatGeometry;
public bool ShowDebugGeometry;
public bool ShowDepthPreview;
public bool ShowActorTags;
public bool EnableAll;
public DeveloperMode(DeveloperModeInfo info)
{
this.info = info;
FastBuild = info.FastBuild;
FastCharge = info.FastCharge;
DisableShroud = info.DisableShroud;
PathDebug = info.PathDebug;
UnlimitedPower = info.UnlimitedPower;
BuildAnywhere = info.BuildAnywhere;
ShowCombatGeometry = info.ShowCombatGeometry;
ShowDebugGeometry = info.ShowDebugGeometry;
ShowDepthPreview = info.ShowDepthPreview;
ShowActorTags = info.ShowActorTags;
}
public void ResolveOrder(Actor self, Order order)
{
if (!self.World.AllowDevCommands)
return;
switch (order.OrderString)
{
case "DevAll":
{
EnableAll ^= true;
AllTech = FastCharge = FastBuild = DisableShroud = UnlimitedPower = BuildAnywhere = EnableAll;
if (EnableAll)
{
self.Owner.Shroud.ExploreAll(self.World);
var amount = order.ExtraData != 0 ? (int)order.ExtraData : info.Cash;
self.Trait<PlayerResources>().GiveCash(amount);
}
else
{
self.Owner.Shroud.ResetExploration();
}
self.Owner.Shroud.Disabled = DisableShroud;
if (self.World.LocalPlayer == self.Owner)
self.World.RenderPlayer = DisableShroud ? null : self.Owner;
break;
}
case "DevEnableTech":
{
AllTech ^= true;
break;
}
case "DevFastCharge":
{
FastCharge ^= true;
break;
}
case "DevFastBuild":
{
FastBuild ^= true;
break;
}
case "DevGiveCash":
{
var amount = order.ExtraData != 0 ? (int)order.ExtraData : info.Cash;
self.Trait<PlayerResources>().GiveCash(amount);
break;
}
case "DevGrowResources":
{
foreach (var a in self.World.ActorsWithTrait<ISeedableResource>())
{
for (var i = 0; i < info.ResourceGrowth; i++)
a.Trait.Seed(a.Actor);
}
break;
}
case "DevVisibility":
{
DisableShroud ^= true;
self.Owner.Shroud.Disabled = DisableShroud;
if (self.World.LocalPlayer == self.Owner)
self.World.RenderPlayer = DisableShroud ? null : self.Owner;
break;
}
case "DevPathDebug":
{
PathDebug ^= true;
break;
}
case "DevGiveExploration":
{
self.Owner.Shroud.ExploreAll(self.World);
break;
}
case "DevResetExploration":
{
self.Owner.Shroud.ResetExploration();
break;
}
case "DevUnlimitedPower":
{
UnlimitedPower ^= true;
break;
}
case "DevBuildAnywhere":
{
BuildAnywhere ^= true;
break;
}
default:
return;
}
Game.Debug("Cheat used: {0} by {1}", order.OrderString, self.Owner.PlayerName);
}
}
}