- added more validation to the techtree validator (make sure that a unit that can build another unit, the unit to be built must have a be_built_skill

This commit is contained in:
Mark Vejvoda 2010-08-26 04:17:09 +00:00
parent a64fa69d02
commit 58b23f8b91
2 changed files with 24 additions and 4 deletions

View File

@ -728,6 +728,7 @@ int glestMain(int argc, char** argv){
{
printf("\n---------------- Loading factions inside world ----------------");
World world;
vector<string> techPaths = config.getPathListForType(ptTechs);
@ -752,18 +753,20 @@ int glestMain(int argc, char** argv){
}
}
printf("\nChecking techPath [%s] techName [%s] factionsList.size() = %d\n",techPath.c_str(), techName.c_str(),factionsList.size());
printf("\nChecking techPath [%s] techName [%s] total faction count = %d\n",techPath.c_str(), techName.c_str(),factionsList.size());
for(int j = 0; j < factionsList.size(); ++j) {
if( filteredFactionList.size() == 0 ||
std::find(filteredFactionList.begin(),filteredFactionList.end(),factionsList[j]) != filteredFactionList.end()) {
printf("Found faction [%s]\n",factionsList[j].c_str());
printf("Using faction [%s]\n",factionsList[j].c_str());
}
}
bool techtree_errors = false;
world.loadTech(config.getPathListForType(ptTechs,""), techName, factions, &checksum);
// Validate the faction setup to ensure we don't have any bad associations
std::vector<std::string> resultErrors = world.validateFactionTypes();
if(resultErrors.size() > 0) {
techtree_errors = true;
// Display the validation errors
string errorText = "\nErrors were detected:\n=====================\n";
for(int i = 0; i < resultErrors.size(); ++i) {
@ -786,6 +789,7 @@ int glestMain(int argc, char** argv){
resultErrors = world.validateResourceTypes();
if(resultErrors.size() > 0) {
techtree_errors = true;
// Display the validation errors
string errorText = "\nErrors were detected:\n=====================\n";
for(int i = 0; i < resultErrors.size(); ++i) {
@ -798,6 +802,13 @@ int glestMain(int argc, char** argv){
//throw runtime_error(errorText);
printf("%s",errorText.c_str());
}
if(techtree_errors == false) {
printf("\nValidation found NO ERRORS for techPath [%s] techName [%s] factions checked (count = %d):\n",techPath.c_str(), techName.c_str(),factions.size());
for ( set<string>::iterator it = factions.begin(); it != factions.end(); ++it ) {
printf("Faction [%s]\n",(*it).c_str());
}
}
}
}
}

View File

@ -193,8 +193,17 @@ std::vector<std::string> FactionType::validateFactionType() {
for(int l=0; l<unitTypes.size() && foundUnit == false; ++l){
UnitType &unitType2 = unitTypes[l];
if(unitType2.getName() == buildUnit->getName()) {
foundUnit = true;
break;
foundUnit = true;
// Now also validate the the unit to be built
// has a be_built_skill
if(buildUnit->hasSkillClass(scBeBuilt) == false) {
char szBuf[4096]="";
sprintf(szBuf,"The Unit [%s] in Faction [%s] has the command [%s]\nwhich can build the Unit [%s] but the Unit to be built\ndoes not have the skill class [be_built_skill] in this faction!",unitType.getName().c_str(),this->getName().c_str(),cmdType->getName().c_str(),buildUnit->getName().c_str());
results.push_back(szBuf);
}
break;
}
}