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Unit_Action_Logger.cpp
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132 lines (122 loc) · 5.45 KB
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#include "StdAfx.h"
#include "Unit_Action_Logger.h"
Unit_Action_Logger::Unit_Action_Logger(CFileLogger * Log, Game_Data * Data)//CPatchFramework * Parent)
{
_Log = Log;
_D = Data;
Init_Methods();
}
void Unit_Action_Logger::Create(class_Unit * Unit, int Param1)
{
log_string_format(_Log, "[Create Unit]\tUnit #%d (%s) created for Civ #%d (%s) at [%d, %d]",
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str(),
Unit->Body.X, Unit->Body.Y);
}
void Unit_Action_Logger::Delete(class_Unit * Unit, int CivID)
{
if(CivID > 0)
log_string_format(_Log, "[Delete Unit]\tUnit #%d (%s) of Civ #%d (%s) destroyed by Civ #%d (%s) at [%d, %d]",
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str(),
CivID, _D->Get_Civ_Name(CivID).c_str(),
Unit->Body.X, Unit->Body.Y);
else
log_string_format(_Log, "[Delete Unit]\tUnit #%d (%s) of Civ #%d (%s) deleted at [%d, %d]",
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str(),
Unit->Body.X, Unit->Body.Y);
}
void Unit_Action_Logger::Move(class_Unit * Unit, int Direction)
{
int TX, TY;
_D->Get_Unit_Direction_Coordinates(Unit, Direction, &TX, &TY);
log_string_format(_Log, "[Move Unit]\tUnit #%d (%s) of Civ #%d (%s) moving from [%d, %d] to [%d, %d]",
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str(),
Unit->Body.X, Unit->Body.Y, TX, TY);
}
void Unit_Action_Logger::Skip_Turn(class_Unit * Unit, int Param1)
{
log_string_format(_Log, "[Unit Skip Turn]\tUnit #%d (%s) of Civ #%d (%s) skipped turn",
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str());
}
void Unit_Action_Logger::Attack(class_Unit * Unit, int Direction)
{
int TX, TY;
_D->Get_Unit_Direction_Coordinates(Unit, Direction, &TX, &TY);
log_string_format(_Log, "[Unit Attack Tile]\tUnit #%d (%s) of Civ #%d (%s) attacking tile from [%d, %d] to [%d, %d]",
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str(),
Unit->Body.X, Unit->Body.Y, TX, TY);
}
// Unit wins the combat while attacking => attacking unit wins
void Unit_Action_Logger::Unit_Wins(class_Unit * Unit, int Param1)
{
class_Unit * TargetUnit = (class_Unit *)Param1;
log_string_format(_Log, "[Unit Wins]\tUnit #%d (%s) of Civ #%d (%s) at [%d, %d] defeated Unit #%d (%s) of Civ #%d (%s) at [%d, %d]",
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str(),
Unit->Body.X, Unit->Body.Y,
TargetUnit->Body.ID, _D->Get_Unit_Name(TargetUnit).c_str(),
TargetUnit->Body.CivID, _D->Get_Civ_Name(TargetUnit->Body.CivID).c_str(),
TargetUnit->Body.X, TargetUnit->Body.Y);
}
// Unit wins the combat while defending => attacking unit loses
void Unit_Action_Logger::Unit_Loses(class_Unit * Unit, int Param1)
{
class_Unit * TargetUnit = (class_Unit *)Param1;
log_string_format(_Log, "[Unit Loses]\tUnit #%d (%s) of Civ #%d (%s) at [%d, %d] was defeated by Unit #%d (%s) of Civ #%d (%s) at [%d, %d]",
TargetUnit->Body.ID, _D->Get_Unit_Name(TargetUnit).c_str(),
TargetUnit->Body.CivID, _D->Get_Civ_Name(TargetUnit->Body.CivID).c_str(),
TargetUnit->Body.X, TargetUnit->Body.Y,
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str(),
Unit->Body.X, Unit->Body.Y);
}
void Unit_Action_Logger::AI(class_Unit * Unit, int Action)
{
log_string_format(_Log, "[Unit AI]\tUnit #%d (%s) of Civ #%d (%s) at [%d, %d]; Action: %s",
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str(),
Unit->Body.X, Unit->Body.Y, Unit_Actions[Action].c_str());
}
void Unit_Action_Logger::ActionMethod(class_Unit * Unit, int Param1, int Action)
{
if(Action < 0 && Action >= Unit_Actions_Count) return;
Unit_Log_Method M = _Methods[Action];
if(Action >= Unit_Action_Types::Unit_Action_AI_Offence && Action <= Unit_Action_Types::Unit_Action_AI_King)
{
(this->* M)(Unit, Action);
return;
}
(this->* M)(Unit, Param1);
}
std::string Unit_Action_Logger::Get_State_Name(int State)
{
if(State < 0 || State > Unit_State_Count)
return "NONE";
return Unit_States[State];
}
void Unit_Action_Logger::Set_State(class_Unit * Unit, int State)
{
log_string_format(_Log, "[Unit State]\tUnit #%d (%s) of Civ #%d (%s) at [%d, %d] changed state from %d (%s) to %d (%s)",
Unit->Body.ID, _D->Get_Unit_Name(Unit).c_str(),
Unit->Body.CivID, _D->Get_Civ_Name(Unit->Body.CivID).c_str(),
Unit->Body.X, Unit->Body.Y,
Unit->Body.UnitState, Get_State_Name(Unit->Body.UnitState).c_str(),
State, Get_State_Name(State).c_str());
}
void Unit_Action_Logger::Init_Methods()
{
_Methods[Unit_Action_Create] = &Unit_Action_Logger::Create;
_Methods[Unit_Action_Delete] = &Unit_Action_Logger::Delete;
_Methods[Unit_Action_Move] = &Unit_Action_Logger::Move;
_Methods[Unit_Action_Skip_Turn] = &Unit_Action_Logger::Skip_Turn;
_Methods[Unit_Action_Attack] = &Unit_Action_Logger::Attack;
_Methods[Unit_Action_Unit_Wins] = &Unit_Action_Logger::Unit_Wins;
_Methods[Unit_Action_Unit_Loses] = &Unit_Action_Logger::Unit_Loses;
for(int i=Unit_Action_AI_Offence;i<=Unit_Action_AI_King;i++)
_Methods[i] = &Unit_Action_Logger::AI;
}