Implement IGameSaveTraitData on BotModules.
This commit is contained in:
@@ -77,7 +77,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
public override object Create(ActorInitializer init) { return new SquadManagerBotModule(init.Self, this); }
|
||||
}
|
||||
|
||||
public class SquadManagerBotModule : ConditionalTrait<SquadManagerBotModuleInfo>, IBotTick, IBotRespondToAttack, IBotPositionsUpdated
|
||||
public class SquadManagerBotModule : ConditionalTrait<SquadManagerBotModuleInfo>, IBotEnabled, IBotTick, IBotRespondToAttack, IBotPositionsUpdated, IGameSaveTraitData
|
||||
{
|
||||
public CPos GetRandomBaseCenter()
|
||||
{
|
||||
@@ -95,6 +95,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
|
||||
public List<Squad> Squads = new List<Squad>();
|
||||
|
||||
IBot bot;
|
||||
IBotPositionsUpdated[] notifyPositionsUpdated;
|
||||
IBotNotifyIdleBaseUnits[] notifyIdleBaseUnits;
|
||||
|
||||
@@ -140,6 +141,11 @@ namespace OpenRA.Mods.Common.Traits
|
||||
minAttackForceDelayTicks = World.LocalRandom.Next(0, Info.MinimumAttackForceDelay);
|
||||
}
|
||||
|
||||
void IBotEnabled.BotEnabled(IBot bot)
|
||||
{
|
||||
this.bot = bot;
|
||||
}
|
||||
|
||||
void IBotTick.BotTick(IBot bot)
|
||||
{
|
||||
AssignRolesToIdleUnits(bot);
|
||||
@@ -341,5 +347,73 @@ namespace OpenRA.Mods.Common.Traits
|
||||
ProtectOwn(bot, e.Attacker);
|
||||
}
|
||||
}
|
||||
|
||||
List<MiniYamlNode> IGameSaveTraitData.IssueTraitData(Actor self)
|
||||
{
|
||||
if (IsTraitDisabled)
|
||||
return null;
|
||||
|
||||
return new List<MiniYamlNode>()
|
||||
{
|
||||
new MiniYamlNode("Squads", "", Squads.Select(s => new MiniYamlNode("Squad", s.Serialize())).ToList()),
|
||||
new MiniYamlNode("InitialBaseCenter", FieldSaver.FormatValue(initialBaseCenter)),
|
||||
new MiniYamlNode("UnitsHangingAroundTheBase", FieldSaver.FormatValue(unitsHangingAroundTheBase.Select(a => a.ActorID).ToArray())),
|
||||
new MiniYamlNode("ActiveUnits", FieldSaver.FormatValue(activeUnits.Select(a => a.ActorID).ToArray())),
|
||||
new MiniYamlNode("RushTicks", FieldSaver.FormatValue(rushTicks)),
|
||||
new MiniYamlNode("AssignRolesTicks", FieldSaver.FormatValue(assignRolesTicks)),
|
||||
new MiniYamlNode("AttackForceTicks", FieldSaver.FormatValue(attackForceTicks)),
|
||||
new MiniYamlNode("MinAttackForceDelayTicks", FieldSaver.FormatValue(minAttackForceDelayTicks)),
|
||||
};
|
||||
}
|
||||
|
||||
void IGameSaveTraitData.ResolveTraitData(Actor self, List<MiniYamlNode> data)
|
||||
{
|
||||
if (self.World.IsReplay)
|
||||
return;
|
||||
|
||||
var initialBaseCenterNode = data.FirstOrDefault(n => n.Key == "InitialBaseCenter");
|
||||
if (initialBaseCenterNode != null)
|
||||
initialBaseCenter = FieldLoader.GetValue<CPos>("InitialBaseCenter", initialBaseCenterNode.Value.Value);
|
||||
|
||||
var unitsHangingAroundTheBaseNode = data.FirstOrDefault(n => n.Key == "UnitsHangingAroundTheBase");
|
||||
if (unitsHangingAroundTheBaseNode != null)
|
||||
{
|
||||
unitsHangingAroundTheBase.Clear();
|
||||
unitsHangingAroundTheBase.AddRange(FieldLoader.GetValue<uint[]>("UnitsHangingAroundTheBase", unitsHangingAroundTheBaseNode.Value.Value)
|
||||
.Select(a => self.World.GetActorById(a)));
|
||||
}
|
||||
|
||||
var activeUnitsNode = data.FirstOrDefault(n => n.Key == "ActiveUnits");
|
||||
if (activeUnitsNode != null)
|
||||
{
|
||||
activeUnits.Clear();
|
||||
activeUnits.AddRange(FieldLoader.GetValue<uint[]>("ActiveUnits", activeUnitsNode.Value.Value)
|
||||
.Select(a => self.World.GetActorById(a)));
|
||||
}
|
||||
|
||||
var rushTicksNode = data.FirstOrDefault(n => n.Key == "RushTicks");
|
||||
if (rushTicksNode != null)
|
||||
rushTicks = FieldLoader.GetValue<int>("RushTicks", rushTicksNode.Value.Value);
|
||||
|
||||
var assignRolesTicksNode = data.FirstOrDefault(n => n.Key == "AssignRolesTicks");
|
||||
if (assignRolesTicksNode != null)
|
||||
assignRolesTicks = FieldLoader.GetValue<int>("AssignRolesTicks", assignRolesTicksNode.Value.Value);
|
||||
|
||||
var attackForceTicksNode = data.FirstOrDefault(n => n.Key == "AttackForceTicks");
|
||||
if (attackForceTicksNode != null)
|
||||
attackForceTicks = FieldLoader.GetValue<int>("AttackForceTicks", attackForceTicksNode.Value.Value);
|
||||
|
||||
var minAttackForceDelayTicksNode = data.FirstOrDefault(n => n.Key == "MinAttackForceDelayTicks");
|
||||
if (minAttackForceDelayTicksNode != null)
|
||||
minAttackForceDelayTicks = FieldLoader.GetValue<int>("MinAttackForceDelayTicks", minAttackForceDelayTicksNode.Value.Value);
|
||||
|
||||
var squadsNode = data.FirstOrDefault(n => n.Key == "Squads");
|
||||
if (squadsNode != null)
|
||||
{
|
||||
Squads.Clear();
|
||||
foreach (var n in squadsNode.Value.Nodes)
|
||||
Squads.Add(Squad.Deserialize(bot, this, n.Value));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user