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SCR_AIDebugMessage.c
Go to the documentation of this file.
1
enum
EAIDebugMsgType
2
{
3
NONE
= 0,
4
UTILITY
= 1,
5
MAILBOX
= 2,
6
COMBAT
= 3,
7
INFO
= 4,
8
ACTION
= 5,
9
THREAT
= 6,
10
WEAPON
= 7,
11
LOOK
= 8,
12
CLUSTER
= 9,
13
REACTION
= 10,
14
COMMS
= 11,
15
SETTINGS
= 12
16
};
17
18
class
SCR_AIDebugMessage
19
{
20
// Texts which match EAIDebugMsgType, make sure they all have same length so they are printed nicely
21
static
const
ref array<string> s_aAiDebugMsgTypeLabels = {
22
"NONE "
,
23
"UTIL "
,
24
"MAIL "
,
25
"COMBAT"
,
26
"INFO "
,
27
"ACTION"
,
28
"THREAT"
,
29
"WEAPON"
,
30
"LOOK "
,
31
"CLUSTR"
,
32
"REACT "
,
33
"COMMS "
,
34
"SETTIN"
35
};
36
37
int
m_Hours;
38
int
m_Minutes;
39
int
m_Seconds;
40
int
m_TimestampMs;
// Total amount of milliseconds since game start
41
42
EAIDebugMsgType
m_Type;
43
LogLevel
m_LogLevel;
44
45
string
m_Message;
46
47
void
SCR_AIDebugMessage(
string
message,
EAIDebugMsgType
type
=
EAIDebugMsgType
.NONE,
LogLevel
logLevel =
LogLevel
.NORMAL)
48
{
49
m_Message = message;
50
m_LogLevel = logLevel;
51
m_Type =
type
;
52
System
.GetHourMinuteSecond(m_Hours, m_Minutes, m_Seconds);
53
m_TimestampMs =
System
.GetTickCount();
54
}
55
56
string
FormatMessage()
57
{
58
/*
59
string logLevelStr;
60
switch (m_LogLevel)
61
{
62
case LogLevel.SPAM: logLevelStr = "S"; break;
63
case LogLevel.VERBOSE: logLevelStr = "V"; break;
64
case LogLevel.DEBUG: logLevelStr = "D"; break;
65
case LogLevel.NORMAL: logLevelStr = "N"; break;
66
case LogLevel.WARNING: logLevelStr = "W"; break;
67
case LogLevel.ERROR: logLevelStr = "E"; break;
68
case LogLevel.FATAL: logLevelStr = "F"; break;
69
}
70
*/
71
72
int
timestampMsCurrent =
System
.GetTickCount();
73
float
tDeltaSeconds = (timestampMsCurrent - m_TimestampMs) / 1000.0;
74
75
return
string
.Format(
"(%1:%2:%3 %4 T-%5s) %6 %7"
,
76
m_Hours.ToString(2),
77
m_Minutes.ToString(2),
78
m_Seconds.ToString(2),
79
m_TimestampMs.ToString(6),
80
tDeltaSeconds.ToString(5, 1),
81
s_aAiDebugMsgTypeLabels[m_Type],
82
//logLevelStr,
83
m_Message
84
);
85
}
86
};
COMBAT
@ COMBAT
Definition
SCR_AIBehavior.c:7
EAIDebugMsgType
EAIDebugMsgType
Definition
SCR_AIDebugMessage.c:2
THREAT
@ THREAT
Definition
SCR_AIDebugMessage.c:9
MAILBOX
@ MAILBOX
Definition
SCR_AIDebugMessage.c:5
COMMS
@ COMMS
Definition
SCR_AIDebugMessage.c:14
CLUSTER
@ CLUSTER
Definition
SCR_AIDebugMessage.c:12
REACTION
@ REACTION
Definition
SCR_AIDebugMessage.c:13
INFO
@ INFO
Definition
SCR_AIDebugMessage.c:7
WEAPON
@ WEAPON
Definition
SCR_AIDebugMessage.c:10
SETTINGS
@ SETTINGS
Definition
SCR_AIDebugMessage.c:15
ACTION
@ ACTION
Definition
SCR_AIDebugMessage.c:8
UTILITY
@ UTILITY
Definition
SCR_AIDebugMessage.c:4
LOOK
@ LOOK
Definition
SCR_AIDebugMessage.c:11
type
EDamageType type
Definition
SCR_DestructibleTreeV2.c:32
System
Definition
System.c:13
LogLevel
LogLevel
Enum with severity of the logging message.
Definition
LogLevel.c:14
NONE
@ NONE
When Shape is created and not initialized yet.
Definition
ShapeType.c:15
scripts
Game
AI
SCR_AIDebugMessage.c
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