public static void save_Conditions_mask(Save_tag path, Conditions_mask c) { Save_tag a = path.copy(); a.add_tag("simple_mask"); save_bool(a, c.true_for_AND_mask_false_for_OR_mask); }
public static void save_Condition(Save_tag path, Condition c) { Save_tag a = path.copy(); a.add_tag("ID"); save_long(a, c.get_ID()); List <float> parameters = new List <float>(); Save_tag e = path.copy(); e.add_tag("text"); save_string(e, c.get_info()); Save_tag b = path.copy(); b.add_tag("params"); if (c.get_ID() == 1) { parameters.Add(0.0f); } else if (c.get_ID() == 2) { Cumulative_condition cc = (Cumulative_condition)c; parameters.Add(cc.get_counter()); parameters.Add(cc.max_count); } else if (c.get_ID() == 3) { Player_have_in_inventory phii = (Player_have_in_inventory)c; parameters.Add(phii.item_ID); parameters.Add(phii.count); } save_list_of_floats(b, parameters); }
public static void save_Event(Save_tag path, Event e) { Save_tag a = path.copy(); a.add_tag("ID"); save_long(a, e.get_ID()); List <float> parameters = new List <float>(); Save_tag c = path.copy(); c.add_tag("text"); save_string(c, e.get_info()); Save_tag b = path.copy(); b.add_tag("params"); if (e.get_ID() == 1) { Block_broken bb = (Block_broken)e; parameters.Add(bb.ID_broken); parameters.Add(bb.x); parameters.Add(bb.y); parameters.Add(bb.location); } else if (e.get_ID() == 2) { Player_entered_fraction_base pefb = (Player_entered_fraction_base)e; parameters.Add(pefb.fraction); } else if (e.get_ID() == 3) { Players_inventory_changed pic = (Players_inventory_changed)e; parameters.Add(pic.item_ID); parameters.Add(pic.count); } save_list_of_floats(b, parameters); }
public static Condition load_Condition(Save_tag path) { Condition e = null; Save_tag a = path.copy(); a.add_tag("ID"); long ID = load_long(a); Save_tag b = path.copy(); b.add_tag("text"); string text = load_string(b); Save_tag c = path.copy(); c.add_tag("params"); List <float> ps = load_list_of_floats(c); if (ID == 1) { e = new Empty_Condition(); } else if (ID == 2) { e = new Cumulative_condition((int)ps[1], (int)ps[0]); } else if (ID == 3) { e = new Player_have_in_inventory((long)ps[0], ps[1]); } return(e); }
public static void save_Trader(Save_tag path, Trader t) { Save_tag a = path.copy(); a.add_tag("Inventory"); save_Inventory(a, t); Save_tag b = path.copy(); b.add_tag("inf_res"); save_bool(b, t.infinity_resources); Save_tag c = path.copy(); c.add_tag("change_rel"); save_bool(c, t.change_relations); Save_tag d = path.copy(); d.add_tag("fraction"); save_int(d, t.fraction); Save_tag e = path.copy(); e.add_tag("change"); save_double(e, t.changing_per_purchase); Save_tag f = path.copy(); f.add_tag("ex_patterns"); save_list_of_Exchange_Patterns(f, t.patterns); }
public static Trader load_Trader(Save_tag path) { Save_tag a = path.copy(); a.add_tag("Inventory"); Inventory a1 = load_Inventory(a); Save_tag b = path.copy(); b.add_tag("inf_res"); bool b1 = load_bool(b); Save_tag c = path.copy(); c.add_tag("change_rel"); bool c1 = load_bool(c); Save_tag d = path.copy(); d.add_tag("fraction"); int d1 = load_int(d); Save_tag e = path.copy(); e.add_tag("change"); float e1 = (float)load_double(e); Save_tag f = path.copy(); f.add_tag("ex_patterns"); List <Exchange_Pattern> f1 = load_list_of_Exchange_Patterns(f); Trader tr = new Trader(a1, f1, b1, c1, d1, e1); return(tr); }
public static Event load_Event(Save_tag path) { Event e = null; Save_tag a = path.copy(); a.add_tag("ID"); long ID = load_long(a); Save_tag b = path.copy(); b.add_tag("text"); string text = load_string(b); Save_tag c = path.copy(); c.add_tag("params"); List <float> ps = load_list_of_floats(c); if (ID == 1) { e = new Block_broken((int)(ps[0]), (int)(ps[1]), (int)(ps[2]), (int)(ps[3])); } else if (ID == 2) { e = new Player_entered_fraction_base((int)(ps[0])); } else if (ID == 3) { e = new Players_inventory_changed((long)(ps[0]), ps[1]); } return(e); }
public void save_string(List <Save_message> mes, Save_tag tag, string s) { string simple_tag = tag.get_tag(0); int k = index_of_this_tag(simple_tag, mes); if (k == -1) { k = mes.Count; mes.Add(new Save_message(simple_tag, "")); } if (tag.tags_count() == 1) { mes[k].set_text(s); } else { Save_tag new_tag = new Save_tag(tag.get_tag(1)); for (int i = 2; i < tag.tags_count(); i++) { new_tag.add_tag(tag.get_tag(i)); } List <Save_message> tmp = string_to_save_message_list(mes[k].get_text()); save_string(tmp, new_tag, s); string d = ""; for (int i = 0; i < tmp.Count; i++) { d += tmp[i].full_text(); } mes[k].set_text(d); } }
public static Conditions_mask load_Conditions_mask(Save_tag path) { Save_tag a = path.copy(); a.add_tag("simple_mask"); Conditions_mask cm = new Conditions_mask(load_bool(a)); return(cm); }
public Save_tag copy() { Save_tag st = new Save_tag(tags[0]); for (int i = 1; i < tags.Count; i++) { st.add_tag(tags[i]); } return(st); }
public static void save_Inventory(Save_tag path, Inventory inv) { Save_tag a = path.copy(); a.add_tag("IDs"); save_list_of_long_ints(a, inv.codes); Save_tag b = path.copy(); b.add_tag("numbers"); save_list_of_floats(b, inv.numbers); }
public static void save_Graph(Save_tag path, Graph g) { Save_tag a = path.copy(); a.add_tag("starts"); save_list_of_ints(a, g.get_link_starts()); Save_tag b = path.copy(); b.add_tag("ends"); save_list_of_ints(b, g.get_link_ends()); }
public static void save_list_of_Triggers(Save_tag path, List <Trigger> e) { Save_tag r = path.copy(); r.add_tag("count"); save_int(r, e.Count); for (int i = 0; i < e.Count; i++) { Save_tag er = path.copy(); er.add_tag("" + i); save_Trigger(er, e[i]); } }
public static void save_list_of_Console_message(Save_tag path, List <Console_message> e) { Save_tag r = path.copy(); r.add_tag("count"); save_int(r, e.Count); for (int i = 0; i < e.Count; i++) { Save_tag er = path.copy(); er.add_tag("" + i); save_Console_message(er, e[i]); } }
public static void save_list_of_Exchange_Patterns(Save_tag path, List <Exchange_Pattern> e) { Save_tag r = path.copy(); r.add_tag("count"); save_int(r, e.Count); for (int i = 0; i < e.Count; i++) { Save_tag er = path.copy(); er.add_tag("" + i); save_Exchange_Pattern(er, e[i]); } }
public static void save_list_of_Game_Actions(Save_tag path, List <Game_Action> e) { Save_tag r = path.copy(); r.add_tag("count"); save_int(r, e.Count); for (int i = 0; i < e.Count; i++) { Save_tag er = path.copy(); er.add_tag("" + i); save_Game_Action(er, e[i]); } }
public static Inventory load_Inventory(Save_tag path) { Inventory inv = new Inventory(); Save_tag a = path.copy(); a.add_tag("IDs"); inv.codes = load_list_of_long_ints(a); Save_tag b = path.copy(); b.add_tag("numbers"); inv.numbers = load_list_of_floats(b); return(inv); }
public static Trigger load_Trigger(Save_tag path) { Save_tag a = path.copy(); a.add_tag("events"); List <Event> a1 = load_list_of_Events(a); Save_tag b = path.copy(); b.add_tag("conditions"); List <Condition> b1 = load_list_of_Conditions(b); Save_tag c = path.copy(); c.add_tag("actions"); List <Game_Action> c1 = load_list_of_Game_Actions(c); Save_tag d = path.copy(); d.add_tag("deactivate_actions"); List <Game_Action> d1 = load_list_of_Game_Actions(d); Save_tag e = path.copy(); e.add_tag("conditions_mask"); Conditions_mask e1 = load_Conditions_mask(e); Save_tag f = path.copy(); f.add_tag("description"); string f1 = load_string(f); Save_tag g = path.copy(); g.add_tag("active"); bool g1 = load_bool(g); Save_tag h = path.copy(); h.add_tag("disposable"); bool h1 = load_bool(h); Save_tag i = path.copy(); i.add_tag("endless"); bool i1 = load_bool(i); Save_tag j = path.copy(); j.add_tag("time_to_deactivate"); int j1 = load_int(j); Save_tag k = path.copy(); k.add_tag("start_time"); int k1 = load_int(k); Trigger tr = new Trigger(k1, i1, g1, a1, b1, c1, h1, j1, d1, e1, f1); return(tr); }
public static Graph load_Graph(Save_tag path) { Save_tag a = path.copy(); a.add_tag("starts"); List <int> a1 = load_list_of_ints(a); Save_tag b = path.copy(); b.add_tag("ends"); List <int> b1 = load_list_of_ints(a); Graph g = new Graph(a1, b1); return(g); }
public static void save_Speech(Save_tag path, Speech s) { Save_tag a = path.copy(); a.add_tag("from_player"); save_bool(a, s.from_player); Save_tag b = path.copy(); b.add_tag("text"); save_string(b, s.text); Save_tag c = path.copy(); c.add_tag("Actions"); save_list_of_Game_Actions(c, s.actions); }
public static void save_Dialogue(Save_tag path, Dialogue d) { Save_tag a = path.copy(); a.add_tag("speaker"); Save_tag b = path.copy(); b.add_tag("graph"); Save_tag c = path.copy(); c.add_tag("speeches"); save_string(a, d.speaker); save_Graph(b, d.graph); save_list_of_Speeches(c, d.speeches); }
public static void save_Trigger(Save_tag path, Trigger t) { Save_tag a = path.copy(); a.add_tag("events"); save_list_of_Events(a, t.events); Save_tag b = path.copy(); b.add_tag("conditions"); save_list_of_Conditions(b, t.conditions); Save_tag c = path.copy(); c.add_tag("actions"); save_list_of_Game_Actions(c, t.actions); Save_tag d = path.copy(); d.add_tag("deactivate_actions"); save_list_of_Game_Actions(d, t.deactivate_actions); Save_tag e = path.copy(); e.add_tag("conditions_mask"); save_Conditions_mask(e, t.cm); Save_tag f = path.copy(); f.add_tag("description"); save_string(f, t.description); Save_tag g = path.copy(); g.add_tag("active"); save_bool(g, t.is_active()); Save_tag h = path.copy(); h.add_tag("disposable"); save_bool(h, t.disposable); Save_tag i = path.copy(); i.add_tag("endless"); save_bool(i, t.endless); Save_tag j = path.copy(); j.add_tag("time_to_deactivate"); save_int(j, t.time_to_deactivate); Save_tag k = path.copy(); k.add_tag("start_time"); save_int(k, t.get_start_time()); }
public static List <Exchange_Pattern> load_list_of_Exchange_Patterns(Save_tag path) { List <Exchange_Pattern> e = new List <Exchange_Pattern>(); Save_tag r = path.copy(); r.add_tag("count"); int p = load_int(r); for (int i = 0; i < p; i++) { Save_tag er = path.copy(); er.add_tag("" + i); e.Add(load_Exchange_Pattern(er)); } return(e); }
public static List <Game_Action> load_list_of_Game_Actions(Save_tag path) { List <Game_Action> e = new List <Game_Action>(); Save_tag r = path.copy(); r.add_tag("count"); int p = load_int(r); for (int i = 0; i < p; i++) { Save_tag er = path.copy(); er.add_tag("" + i); e.Add(load_Game_Action(er)); } return(e); }
public static List <Console_message> load_list_of_Console_messages(Save_tag path) { List <Console_message> e = new List <Console_message>(); Save_tag r = path.copy(); r.add_tag("count"); int p = load_int(r); for (int i = 0; i < p; i++) { Save_tag er = path.copy(); er.add_tag("" + i); e.Add(load_Console_message(er)); } return(e); }
public static Speech load_Speech(Save_tag path) { Save_tag a = path.copy(); a.add_tag("from_player"); bool a1 = load_bool(a); Save_tag b = path.copy(); b.add_tag("text"); String b1 = load_string(b); Save_tag c = path.copy(); c.add_tag("Actions"); List <Game_Action> c1 = load_list_of_Game_Actions(c); return(new Speech(b1, a1, c1)); }
public static List <Trigger> load_list_of_Triggers(Save_tag path) { List <Trigger> e = new List <Trigger>(); Save_tag r = path.copy(); r.add_tag("count"); int p = load_int(r); for (int i = 0; i < p; i++) { Save_tag er = path.copy(); er.add_tag("" + i); e.Add(load_Trigger(er)); } return(e); }
public static void save_Game_Action(Save_tag path, Game_Action c) { Save_tag a = path.copy(); a.add_tag("ID"); save_long(a, c.get_ID()); List <float> parameters = new List <float>(); Save_tag e = path.copy(); e.add_tag("text"); save_string(e, c.get_info()); Save_tag b = path.copy(); b.add_tag("params"); if (c.get_ID() == 1) { Give_player_something gpi = (Give_player_something)c; parameters.Add(gpi.ID_given); parameters.Add(gpi.amount_given); } else if (c.get_ID() == 2) { Shift_quest_from_archive sqfa = (Shift_quest_from_archive)c; parameters.Add(sqfa.code); } else if (c.get_ID() == 3) { Change_relations cr = (Change_relations)c; parameters.Add(cr.fraction); parameters.Add(cr.delta); } else if (c.get_ID() == 4) { Start_dialogue sd = (Start_dialogue)c; Save_tag q = path.copy(); q.add_tag("dialogue"); save_Dialogue(q, sd.dia); } else if (c.get_ID() == 5) { Deal_damage_to_player ddtp = (Deal_damage_to_player)c; parameters.Add(ddtp.amount); } save_list_of_floats(b, parameters); }
public static Dialogue load_Dialogue(Save_tag path) { Save_tag a = path.copy(); a.add_tag("speaker"); Save_tag b = path.copy(); b.add_tag("graph"); Save_tag c = path.copy(); c.add_tag("speeches"); string a1 = load_string(a); Graph b1 = load_Graph(b); List <Speech> c1 = load_list_of_Speeches(c); Dialogue d = new Dialogue(a1, b1, c1); return(d); }
public static Game_Action load_Game_Action(Save_tag path) { Game_Action c = null; Save_tag a = path.copy(); a.add_tag("ID"); long ID = load_long(a); List <float> ps = new List <float>(); Save_tag e = path.copy(); e.add_tag("text"); string s = load_string(e); Save_tag b = path.copy(); b.add_tag("params"); ps = load_list_of_floats(b); if (ID == 1) { c = new Give_player_something((long)ps[0], ps[1]); } else if (ID == 2) { c = new Shift_quest_from_archive((int)(ps[0])); } else if (ID == 3) { c = new Change_relations((int)ps[0], ps[1]); } else if (ID == 4) { Save_tag q = path.copy(); q.add_tag("dialogue"); Dialogue dd = load_Dialogue(q); c = new Start_dialogue(dd); } else if (c.get_ID() == 5) { c = new Deal_damage_to_player(ps[0]); } return(c); }