Esempio n. 1
0
        void SetAttributeValue(GameAttribute attribute, int?key, GameAttributeValue value)
        {
            KeyId keyid;

            keyid.Id  = attribute.Id;
            keyid.Key = key;

            if (!_changedAttributes.Contains(keyid))
            {
                _changedAttributes.Add(keyid);
            }

            if (attribute.EncodingType == GameAttributeEncoding.IntMinMax)
            {
                if (value.Value < attribute.Min.Value || value.Value > attribute.Max.Value)
                {
                    throw new ArgumentOutOfRangeException("GameAttribute." + attribute.Name.Replace(' ', '_'), "Min: " + attribute.Min.Value + " Max: " + attribute.Max.Value + " Tried to set: " + value.Value);
                }
            }
            else if (attribute.EncodingType == GameAttributeEncoding.Float16)
            {
                if (value.ValueF < GameAttribute.Float16Min || value.ValueF > GameAttribute.Float16Max)
                {
                    throw new ArgumentOutOfRangeException("GameAttribute." + attribute.Name.Replace(' ', '_'), "Min: " + GameAttribute.Float16Min + " Max " + GameAttribute.Float16Max + " Tried to set: " + value.ValueF);
                }
            }
            _attributeValues[keyid] = value;
        }
Esempio n. 2
0
        private void SetAttributeValue(GameAttribute attribute, int?key, GameAttributeValue value)
        {
            // error if scripted attribute and is not settable
            if (attribute.ScriptFunc != null && !attribute.ScriptedAndSettable)
            {
                var frame = new System.Diagnostics.StackFrame(2, true);
                Logger.Error("illegal value assignment for GameAttribute.{0} attempted at {1}:{2}",
                             attribute.Name, frame.GetFileName(), frame.GetFileLineNumber());
            }

            if (attribute.EncodingType == GameAttributeEncoding.IntMinMax)
            {
                if (value.Value < attribute.Min.Value || value.Value > attribute.Max.Value)
                {
                    throw new ArgumentOutOfRangeException("GameAttribute." + attribute.Name.Replace(' ', '_'), "Min: " + attribute.Min.Value + " Max: " + attribute.Max.Value + " Tried to set: " + value.Value);
                }
            }
            else if (attribute.EncodingType == GameAttributeEncoding.Float16)
            {
                if (value.ValueF < GameAttribute.Float16Min || value.ValueF > GameAttribute.Float16Max)
                {
                    throw new ArgumentOutOfRangeException("GameAttribute." + attribute.Name.Replace(' ', '_'), "Min: " + GameAttribute.Float16Min + " Max " + GameAttribute.Float16Max + " Tried to set: " + value.ValueF);
                }
            }

            RawSetAttributeValue(attribute, key, value);
        }
Esempio n. 3
0
        private void RawSetAttributeValue(GameAttribute attribute, int?key, GameAttributeValue value)
        {
            KeyId keyid;

            keyid.Id  = attribute.Id;
            keyid.Key = key;

            _attributeValues[keyid] = value;

            if (!_changedAttributes.Contains(keyid))
            {
                _changedAttributes.Add(keyid);
            }

            // mark dependant attributes as changed
            if (attribute.Dependents != null)
            {
                foreach (var dependent in attribute.Dependents)
                {
                    int?usekey;

                    if (dependent.IsManualDependency)
                    {
                        usekey = dependent.Key;
                    }
                    else
                    {
                        usekey = dependent.UsesExplicitKey ? null : key;
                    }

                    if (dependent.IsManualDependency || dependent.UsesExplicitKey == false || dependent.Key == key)
                    {
                        // TODO: always update dependent values for now, but eventually make this lazy
                        RawSetAttributeValue(dependent.Attribute, usekey, dependent.Attribute.ScriptFunc(this, usekey));
                    }
                }
            }
        }