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Re: Lovecats - stuck!
Posted: Tue Oct 24, 2023 3:34 am
by phkb
OK, I found another bug in the missiontext.plist file, where one of the keys has a leading space in the key name, which will prevent the key from being found. Probably not game breaking, but it does provide some information about where to look for something.
Re: Lovecats - stuck!
Posted: Tue Oct 24, 2023 4:07 am
by hiran
Missiontext.plist is not scanned but a simple syntax check should be possible for all plists.
Here is what the scanner found about Love Cats:
https://ooliteproject.github.io/oolite- ... eCats.html
While you are at it, check the license in the manifest.
Re: Lovecats - stuck!
Posted: Tue Oct 24, 2023 4:59 am
by phkb
hiran wrote: ↑Tue Oct 24, 2023 4:07 am
Missiontext.plist is not scanned but a simple syntax check should be possible for all plists.
It this case, the syntax is fine. The file is perfectly formed, and everything loads successfully. Troubles come, though, when the main script file tries to look up the key; because it's not an exact match, you'll get nothing. Not sure if there's any way we could automate this kind of check, as there's so many ways a script could go about building a lookup key. For Love cats a straight "check all keys in missiontext.plist and make sure there is a script file instance of that key" might work, but it probably wouldn't work for complex mission sets (GalCop Missions, and what I'm doing with HIMSN missions) because I build up keys based on variables.
Re: Lovecats - stuck!
Posted: Tue Oct 24, 2023 6:41 am
by hiran
phkb wrote: ↑Tue Oct 24, 2023 4:59 am
hiran wrote: ↑Tue Oct 24, 2023 4:07 am
Missiontext.plist is not scanned but a simple syntax check should be possible for all plists.
It this case, the syntax is fine. The file is perfectly formed, and everything loads successfully. Troubles come, though, when the main script file tries to look up the key; because it's not an exact match, you'll get nothing. Not sure if there's any way we could automate this kind of check, as there's so many ways a script could go about building a lookup key. For Love cats a straight "check all keys in missiontext.plist and make sure there is a script file instance of that key" might work, but it probably wouldn't work for complex mission sets (GalCop Missions, and what I'm doing with HIMSN missions) because I build up keys based on variables.
Oh a dumb syntax check would have been good to catch this issue. In what cases is it meaningful to have whitespace in keys? Especially in the beginning and end?
A grammar check on the manifest caught the license. Not infallible but more than nothing.
Re: Lovecats - stuck!
Posted: Wed Oct 25, 2023 1:57 pm
by phkb
Version 2.0 of Love Cats is now in the Expansion manager. I've validated that there are now no conflicts (per se) with the Bounty System or with More Escape Pods. I say "per se" for the Bounty System, because that OXP, by its design, makes dealing with a bounty harder. And you are given a bounty twice during the course of this mission. So, it's not a conflict - that's just how it works if you have the Bounty System installed!
Re: Lovecats - stuck!
Posted: Wed Oct 25, 2023 11:02 pm
by hiran
I added the syntax and grammar check we spoke about. So OoliteAddonScanner now parses all of the OXZ's plist files and generates warnings when problems are detected. The result is visible on every expansion page, but also on the
warnings page.
Search for "Syntax Error"...