Add campaign editor script runtime and debug overlays
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@@ -150,7 +150,12 @@ pub struct Settings {
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pub ui_factor: u8, // interface size: 0 = automatic, 1..4 = fixed integer factor
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pub render_scale: u8, // 3D world resolution divisor: 1 = full, 2..16 = pixel look
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pub touch_ui: u8, // touch interface: 0 = automatic (after the first touch), 1 = on, 2 = off
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pub debug_fps: bool, // show FPS and rendering backend
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pub debug_fps: bool, // show FPS and rendering backend
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pub debug_frame_time: bool, // show the frame-time line and graph
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pub debug_ping: bool, // show network ping
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pub debug_trigger_zones: bool, // draw mission trigger zones
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pub debug_command_markers: bool, // draw extra command markers (guard/attack/gather stay fixed)
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pub debug_path_lines: bool, // draw creature path lines
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// game
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pub game_speed: f32, // 1 or 2
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pub hints: bool,
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@@ -181,6 +186,11 @@ impl Default for Settings {
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render_scale: 1,
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touch_ui: 0,
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debug_fps: false,
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debug_frame_time: false,
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debug_ping: false,
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debug_trigger_zones: false,
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debug_command_markers: false,
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debug_path_lines: false,
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game_speed: 1.0,
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hints: true,
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difficulty: 1,
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@@ -236,10 +246,21 @@ mod tests {
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fn debug_fps_round_trips() {
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let mut s = Settings::default();
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assert!(!s.debug_fps);
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assert!(!s.debug_frame_time);
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assert!(!s.debug_ping);
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assert!(!s.debug_trigger_zones);
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assert!(!s.debug_command_markers);
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assert!(!s.debug_path_lines);
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s.debug_fps = true;
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s.debug_trigger_zones = true;
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s.debug_command_markers = true;
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let l = Settings::from_json(&s.to_json()).expect("settings serialize back");
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assert!(l.debug_fps);
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assert!(l.debug_trigger_zones);
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assert!(l.debug_command_markers);
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let old = Settings::from_json(r#"{"language":"en","map_w":64,"map_h":64}"#).expect("old settings remain readable");
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assert!(!old.debug_fps);
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assert!(!old.debug_trigger_zones);
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assert!(!old.debug_command_markers);
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}
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}
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