Ejemplo n.º 1
0
        private void Start()
        {
            // A tricky system to deal with the fact that I have to save/network variables,
            //  but also deal with active development and updates
            // Either I keep overwriting values, throw errors in the log or just make useless actions
            // the isPlaced is a hack because the game doesn't track this itself appearantly.
            // Gotta poke Jotunn to use something similar and also a "isPlaced" call like Start but for when a Piece is placed and not a ghost anymore.


            if (m_piece.IsPlacedByPlayer())
            {
                isPlaced = true;

                Jotunn.Logger.LogDebug("Doing stuff to object that was placed by a player");

                m_nview.SetPersistent(true);


                // Rather ugly code, gotta do something about it later
                // fetch var, if var not there use default, then set fetched var or default.
                m_nview.GetZDO().Set("TestNumber", m_nview.GetZDO().GetInt("TestNumber", 0));
                m_nview.GetZDO().Set("Happiness", m_nview.GetZDO().GetInt("Happiness", 100));
                m_nview.GetZDO().Set("Villagers", m_nview.GetZDO().GetInt("Villagers", 0));

                m_nview.GetZDO().Set("settlementName", m_nview.GetZDO().GetString("settlementName", "Elktown"));
                settlementName = m_nview.GetZDO().GetString("settlementName");

                // Got to do this twice because of how makeActive is a toggle.
                makeActive(m_nview.GetZDO().GetBool("isActive", false));
                isActive = m_nview.GetZDO().GetBool("isActive", false);
                m_nview.GetZDO().Set("isActive", isActive);

                m_tsManager.registerSMAI(this); // I'm so terrified of this ;_;
            }
        }
Ejemplo n.º 2
0
        private void Start()
        {
            if (m_piece.IsPlacedByPlayer())
            {
                // if ZDO.getbool wasPlaced == true
                // Skip over specific initializer stuff
                // else
                // ZDO.set wasPlaced == true;
                // do specific initializer stuffs


                Jotunn.Logger.LogDebug("Doing stuff to expander that was placed by a player");


                m_nview.SetPersistent(true);


                m_nview.GetZDO().Set("isActive", m_nview.GetZDO().GetBool("isActive", false));


                /*
                 * // if this object was loaded from save, and it was active
                 * // i
                 */
            }
        }