Esempio n. 1
0
            public override void ExposeData()
            {
                base.ExposeData();

                if (Scribe.mode == LoadSaveMode.LoadingVars ||
                    Scribe.mode == LoadSaveMode.Saving)
                {
                    Scribe_References.Look <Outfit>(
                        ref AssignManager._defaultOutfit,
                        "DefaultOutfit");

                    Scribe_References.Look <DrugPolicy>(
                        ref AssignManager._defaultDrugPolicy,
                        "DefaultDrugPolicy");

                    Scribe_References.Look <FoodRestriction>(
                        ref AssignManager._defaultFoodPolicy,
                        "DefaultFoodPolicy");

                    Scribe_References.Look <FoodRestriction>(
                        ref AssignManager._defaultPrisonerFoodPolicy,
                        "DefaultPrisonerFoodPolicy");

                    Scribe_Collections.Look <Policy>(
                        ref AssignManager.policies,
                        "AssignPolicies", LookMode.Deep);

                    Scribe_Collections.Look <AssignLink>(
                        ref AssignManager.links,
                        "AssignLinks", LookMode.Deep);

                    if (AssignManager.links == null)
                    {
                        //this is only required if the save file contains
                        //empty links
                        AssignManager.InstantiateLinks();
                    }

                    Scribe_Collections.Look <string>(
                        ref AssignManager.Prisoners,
                        "Prisoners", LookMode.Value);

                    if (AssignManager.Prisoners == null)
                    {
                        //this is only required if the save file contains
                        //empty prisoners
                        AssignManager.InstantiatePrisoners();
                    }

                    Scribe_Collections.Look <MapActivePolicy>(
                        ref AssignManager.activePolicies,
                        "AssignActivePolicies", LookMode.Deep);

                    Scribe_Collections.Look <Policy>(
                        ref AnimalManager.policies,
                        "AnimalPolicies", LookMode.Deep);

                    Scribe_Collections.Look <AnimalLink>(
                        ref AnimalManager.links,
                        "AnimalLinks", LookMode.Deep);

                    if (AnimalManager.links == null)
                    {
                        //this is only required if the save file contains
                        //empty links. Not sure how this can happen though :(
                        AnimalManager.InstantiateLinks();
                    }

                    Scribe_Collections.Look <MapActivePolicy>(
                        ref AnimalManager.activePolicies,
                        "AnimalActivePolicies", LookMode.Deep);

                    Scribe_Collections.Look <Policy>(
                        ref RestrictManager.policies,
                        "RestrictPolicies", LookMode.Deep);

                    Scribe_Collections.Look <RestrictLink>(
                        ref RestrictManager.links,
                        "RestrictLinks", LookMode.Deep);

                    if (RestrictManager.links == null)
                    {
                        //this is only required if the save file contains
                        //empty links. Not sure how this can happen though :(
                        RestrictManager.InstantiateLinks();
                    }

                    Scribe_Collections.Look <Policy>(
                        ref WorkManager.policies,
                        "WorkPolicies", LookMode.Deep);

                    Scribe_Collections.Look <WorkLink>(
                        ref WorkManager.links,
                        "WorkLinks", LookMode.Deep);

                    Scribe_Collections.Look <MapActivePolicy>(
                        ref WorkManager.activePolicies,
                        "WorkActivePolicies", LookMode.Deep);

                    if (WorkManager.links == null)
                    {
                        //this is only required if the save file contains
                        //empty links. Not sure how this can happen though :(
                        WorkManager.InstantiateLinks();
                    }

                    if (Scribe.mode == LoadSaveMode.LoadingVars &&
                        WorkManager.activePolicies == null)
                    {
                        //this only happens with existing saves prior. Existing saves
                        //have no WorkPolicy data so let's initialize!
                        WorkManager.ForceInit();
                    }
                }

                if (Scribe.mode == LoadSaveMode.ResolvingCrossRefs)
                {
                    Scribe_References.Look <Outfit>(
                        ref AssignManager._defaultOutfit,
                        "DefaultOutfit");

                    Scribe_References.Look <DrugPolicy>(
                        ref AssignManager._defaultDrugPolicy,
                        "DefaultDrugPolicy");

                    Scribe_References.Look <FoodRestriction>(
                        ref AssignManager._defaultFoodPolicy,
                        "DefaultFoodPolicy");

                    Scribe_References.Look <FoodRestriction>(
                        ref AssignManager._defaultPrisonerFoodPolicy,
                        "DefaultPrisonerFoodPolicy");
                }
            }
Esempio n. 2
0
            //public class DataStorage : WorldComponent
            //{
            //	public DataStorage(World world) : base(world)
            //	{
            //	}

            public override void ExposeData()
            {
                base.ExposeData();

                if (Scribe.mode == LoadSaveMode.LoadingVars)
                {
                    //Let's make sure all static variables are cleaned.
                    //This shows there's a fundamental problem with this code
                    //A code refractor is require to remove the Static Managers
                    //and replace it with GameComponents
                    AssignManager.Prisoners                 = null;
                    AssignManager.links                     = null;
                    AssignManager.policies                  = null;
                    AssignManager.activePolicies            = null;
                    AssignManager.DefaultDrugPolicy         = null;
                    AssignManager.DefaultFoodPolicy         = null;
                    AssignManager.DefaultOutfit             = null;
                    AssignManager.DefaultPrisonerFoodPolicy = null;
                    AnimalManager.links                     = null;
                    AnimalManager.policies                  = null;
                    AnimalManager.activePolicies            = null;
                    WorkManager.links              = null;
                    WorkManager.policies           = null;
                    WorkManager.activePolicies     = null;
                    RestrictManager.links          = null;
                    RestrictManager.policies       = null;
                    RestrictManager.activePolicies = null;
                    AlertManager.alertLevelsList   = null;
                    System.GC.Collect();
                }

                if (Scribe.mode == LoadSaveMode.LoadingVars ||
                    Scribe.mode == LoadSaveMode.Saving)
                {
                    Scribe_References.Look <Outfit>(
                        ref AssignManager._defaultOutfit,
                        "DefaultOutfit");

                    Scribe_References.Look <DrugPolicy>(
                        ref AssignManager._defaultDrugPolicy,
                        "DefaultDrugPolicy");

                    Scribe_References.Look <FoodRestriction>(
                        ref AssignManager._defaultFoodPolicy,
                        "DefaultFoodPolicy");

                    Scribe_References.Look <FoodRestriction>(
                        ref AssignManager._defaultPrisonerFoodPolicy,
                        "DefaultPrisonerFoodPolicy");

                    Scribe_Collections.Look <Policy>(
                        ref AssignManager.policies,
                        "AssignPolicies", LookMode.Deep);

                    Scribe_Collections.Look <AssignLink>(
                        ref AssignManager.links,
                        "AssignLinks", LookMode.Deep);

                    Scribe_Collections.Look <string>(
                        ref AssignManager.Prisoners,
                        "Prisoners", LookMode.Value);

                    if (AssignManager.Prisoners == null)
                    {
                        //this is only required if the save file contains
                        //empty prisoners
                        AssignManager.InstantiatePrisoners();
                    }

                    Scribe_Collections.Look <MapActivePolicy>(
                        ref AssignManager.activePolicies,
                        "AssignActivePolicies", LookMode.Deep);

                    Scribe_Collections.Look <Policy>(
                        ref AnimalManager.policies,
                        "AnimalPolicies", LookMode.Deep);

                    Scribe_Collections.Look <AnimalLink>(
                        ref AnimalManager.links,
                        "AnimalLinks", LookMode.Deep);

                    Scribe_Collections.Look <MapActivePolicy>(
                        ref AnimalManager.activePolicies,
                        "AnimalActivePolicies", LookMode.Deep);

                    Scribe_Collections.Look <Policy>(
                        ref RestrictManager.policies,
                        "RestrictPolicies", LookMode.Deep);

                    Scribe_Collections.Look <RestrictLink>(
                        ref RestrictManager.links,
                        "RestrictLinks", LookMode.Deep);

                    Scribe_Collections.Look <MapActivePolicy>(
                        ref RestrictManager.activePolicies,
                        "RestrictActivePolicies", LookMode.Deep);

                    Scribe_Collections.Look <Policy>(
                        ref WorkManager.policies,
                        "WorkPolicies", LookMode.Deep);

                    Scribe_Collections.Look <WorkLink>(
                        ref WorkManager.links,
                        "WorkLinks", LookMode.Deep);

                    Scribe_Collections.Look <MapActivePolicy>(
                        ref WorkManager.activePolicies,
                        "WorkActivePolicies", LookMode.Deep);

                    Scribe_Values.Look <int>(
                        ref AlertManager._alertLevel, "ActiveLevel", 0, true);

                    Scribe_Values.Look <bool>(
                        ref AlertManager._automaticPawnsInterrupt, "AutomaticPawnsInterrupt", true, true);

                    Scribe_Collections.Look <AlertLevel>(
                        ref AlertManager.alertLevelsList,
                        "AlertLevelsList", LookMode.Deep);


                    if (Scribe.mode == LoadSaveMode.LoadingVars &&
                        WorkManager.activePolicies == null)
                    {
                        //this only happens with existing saves. Existing saves
                        //have no WorkPolicy data so let's initialize!
                        WorkManager.ForceInit();
                    }

                    if (Scribe.mode == LoadSaveMode.LoadingVars &&
                        RestrictManager.activePolicies == null)
                    {
                        //temporary code to be removed on the next version. To fix saves games without activePolicies
                        RestrictManager.FixActivePolicies();
                    }
                }

                if (Scribe.mode == LoadSaveMode.ResolvingCrossRefs)
                {
                    Scribe_References.Look <Outfit>(
                        ref AssignManager._defaultOutfit,
                        "DefaultOutfit");

                    Scribe_References.Look <DrugPolicy>(
                        ref AssignManager._defaultDrugPolicy,
                        "DefaultDrugPolicy");

                    Scribe_References.Look <FoodRestriction>(
                        ref AssignManager._defaultFoodPolicy,
                        "DefaultFoodPolicy");

                    Scribe_References.Look <FoodRestriction>(
                        ref AssignManager._defaultPrisonerFoodPolicy,
                        "DefaultPrisonerFoodPolicy");
                }
            }