コード例 #1
0
        /// <summary>
        /// Called by the game when level loading is complete.
        /// </summary>
        /// <param name="mode">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnLevelLoaded(LoadMode mode)
        {
            base.OnLevelLoaded(mode);

            // Check to see that Harmony 2 was properly loaded.
            if (!Patcher.Patched)
            {
                // Harmony 2 wasn't loaded.
                Logging.Error("Harmony patches not applied; aborting");

                // Display warning message.
                ListMessageBox harmonyBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                harmonyBox.AddParas(Translations.Translate("ERR_HAR0"), Translations.Translate("ZAM_ERR_HAR"), Translations.Translate("ZAM_ERR_FAT"), Translations.Translate("ERR_HAR1"));

                // List of dot points.
                harmonyBox.AddList(Translations.Translate("ERR_HAR2"), Translations.Translate("ERR_HAR3"));

                // Closing para.
                harmonyBox.AddParas(Translations.Translate("MES_PAGE"));

                // Don't do anything further.
                return;
            }
        }
コード例 #2
0
        /// <summary>
        /// Called by the game when level loading is complete.
        /// </summary>
        /// <param name="mode">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnLevelLoaded(LoadMode mode)
        {
            // Check to see that Harmony 2 was properly loaded.
            if (!harmonyLoaded)
            {
                // Harmony 2 wasn't loaded; display warning notification and exit.
                ListMessageBox harmonyBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                harmonyBox.AddParas(Translations.Translate("ERR_HAR0"), Translations.Translate("ABLC_ERR_HAR"), Translations.Translate("ABLC_ERR_FAT"), Translations.Translate("ERR_HAR1"));

                // List of dot points.
                harmonyBox.AddList(Translations.Translate("ERR_HAR2"), Translations.Translate("ERR_HAR3"));

                // Closing para.
                harmonyBox.AddParas(Translations.Translate("MES_PAGE"));

                // Exit.
                return;
            }

            // Check to see if a conflicting mod has been detected.
            if (conflictingMod)
            {
                // Mod conflict detected - display warning notification and exit.
                ListMessageBox modConflictBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                modConflictBox.AddParas(Translations.Translate("ERR_CON0"), Translations.Translate("ABLC_ERR_FAT"), Translations.Translate("ABLC_ERR_CON0"), Translations.Translate("ERR_CON1"));

                // Add conflicting mod name(s).
                modConflictBox.AddList(ModUtils.conflictingModNames.ToArray());

                // Closing para.
                modConflictBox.AddParas(Translations.Translate("ABLC_ERR_CON1"));

                // Exit.
                return;
            }

            // Load mod if it's enabled.
            if (isModEnabled)
            {
                // Check for Ploppable RICO Revisited.
                ModUtils.RICOReflection();

                // Hook info panel events.
                DistrictPanelManager.Hook();
                BuildingPanelManager.Hook();

                // Add building info panel button.
                BuildingPanelManager.AddInfoPanelButton();
            }
        }
コード例 #3
0
        /// <summary>
        /// Called by the game when level loading is complete.
        /// </summary>
        /// <param name="mode">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnLevelLoaded(LoadMode mode)
        {
            base.OnLevelLoaded(mode);

            // Check watchdog flag.
            if (!patchOperating)
            {
                // Patch wasn't operating; display harmony error and abort.
                harmonyLoaded = false;
                isModEnabled  = false;
            }

            // Check to see that Harmony 2 was properly loaded.
            if (!harmonyLoaded)
            {
                // Harmony 2 wasn't loaded; display warning notification and exit.
                ListMessageBox harmonyBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                harmonyBox.AddParas(Translations.Translate("ERR_HAR0"), Translations.Translate("PRR_ERR_HAR"), Translations.Translate("PRR_ERR_FAT"), Translations.Translate("ERR_HAR1"));

                // List of dot points.
                harmonyBox.AddList(Translations.Translate("ERR_HAR2"), Translations.Translate("ERR_HAR3"));

                // Closing para.
                harmonyBox.AddParas(Translations.Translate("MES_PAGE"));
            }

            // Check to see if a conflicting mod has been detected.
            if (conflictingMod)
            {
                // Mod conflict detected - display warning notification and exit.
                ListMessageBox modConflictBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                modConflictBox.AddParas(Translations.Translate("ERR_CON0"), Translations.Translate("PRR_ERR_CON0"), Translations.Translate("PRR_ERR_FAT"), Translations.Translate("ERR_CON1"));

                // Add conflicting mod name(s).
                modConflictBox.AddList(ModUtils.conflictingModNames.ToArray());

                // Closing para.
                modConflictBox.AddParas(Translations.Translate("PRR_ERR_CON1"));
            }
        }
コード例 #4
0
        /// <summary>
        /// Called by the game when level loading is complete.
        /// </summary>
        /// <param name="mode">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnLevelLoaded(LoadMode mode)
        {
            base.OnLevelLoaded(mode);

            // Check to see that Harmony 2 was properly loaded.
            if (!harmonyLoaded)
            {
                // Harmony 2 wasn't loaded; display warning notification and exit.
                ListMessageBox harmonyBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                harmonyBox.AddParas(Translations.Translate("ERR_HAR0"), Translations.Translate("RPR_ERR_HAR"), Translations.Translate("RPR_ERR_FAT"), Translations.Translate("ERR_HAR1"));

                // List of dot points.
                harmonyBox.AddList(Translations.Translate("ERR_HAR2"), Translations.Translate("ERR_HAR3"));

                // Closing para.
                harmonyBox.AddParas(Translations.Translate("MES_PAGE"));
            }

            // Check to see if a conflicting mod has been detected.
            if (conflictingMod)
            {
                // Mod conflict detected - display warning notification and exit.
                ListMessageBox modConflictBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                modConflictBox.AddParas(Translations.Translate("ERR_CON0"), Translations.Translate("RPR_ERR_CON0"), Translations.Translate("RPR_ERR_FAT"), Translations.Translate("ERR_CON1"));

                // Add conflicting mod name(s).
                modConflictBox.AddList(ModUtils.conflictingModNames.ToArray());

                // Closing para.
                modConflictBox.AddParas(Translations.Translate("RPR_ERR_CON1"));
            }

            // Don't do anything further if mod hasn't activated for whatever reason (mod conflict, harmony error, something else).
            if (!isModEnabled)
            {
                // Disable keystrokes.
                UIThreading.operating = false;

                return;
            }

            // Show legacy choice message box if this save hasn't been flagged as being from Realistic Population 2.
            if (!ModSettings.isRealPop2Save)
            {
                MessageBoxBase.ShowModal <LegacyChoiceMessageBox>();
            }

            // Record initial (default) school settings and apply ours over the top.
            SchoolData.instance.OnLoad();

            // IF a legacy file exists, flag it for writing.
            if (File.Exists(DataStore.currentFileLocation))
            {
                Logging.KeyMessage("found legacy settings file");
                XMLUtilsWG.writeToLegacy = true;
            }

            // Add button to building info panels.
            BuildingDetailsPanel.AddInfoPanelButton();

            Logging.KeyMessage("loading complete");

            // Display update notification.
            WhatsNew.ShowWhatsNew();

            // Set up options panel event handler.
            OptionsPanel.OptionsEventHook();

            // Check and record CitizenUnits count.
            Logging.KeyMessage("citizen unit count is currently ", ColossalFramework.Singleton <CitizenManager> .instance.m_unitCount.ToString());
        }
コード例 #5
0
ファイル: Loading.cs プロジェクト: Alexof/BOB
        /// <summary>
        /// Called by the game when level loading is complete.
        /// </summary>
        /// <param name="mode">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnLevelLoaded(LoadMode mode)
        {
            Logging.Message("commencing loading checks");

            base.OnLevelLoaded(mode);

            // Don't do anything further if we're not operating.
            if (!isModEnabled)
            {
                Logging.Message("exiting");
                return;
            }

            // Check to see that Harmony 2 was properly loaded.
            if (!Patcher.Patched)
            {
                // Harmony 2 wasn't loaded; abort.
                Logging.Error("Harmony patches not applied; aborting");
                isModEnabled = false;

                // Display warning message.
                ListMessageBox harmonyBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                harmonyBox.AddParas(Translations.Translate("ERR_HAR0"), Translations.Translate("BOB_ERR_HAR"), Translations.Translate("BOB_ERR_FAT"), Translations.Translate("ERR_HAR1"));

                // List of dot points.
                harmonyBox.AddList(Translations.Translate("ERR_HAR2"), Translations.Translate("ERR_HAR3"));

                // Closing para.
                harmonyBox.AddParas(Translations.Translate("MES_PAGE"));

                // Don't do anything further.
                return;
            }

            Logging.Message("loading checks passed");

            // Build lists of loaded prefabs.
            PrefabLists.BuildLists();

            // Load prop packs.
            new NetworkPackReplacement();

            // Load configuration file.
            ConfigurationUtils.LoadConfig();

            // Set up BOB tool.
            ToolsModifierControl.toolController.gameObject.AddComponent <BOBTool>();

            // Display update notification.
            WhatsNew.ShowWhatsNew();

            // Set up Network Skins 2 reflection.
            ModUtils.NS2Reflection();

            // Enable thin wires, if applicable.
            if (ModSettings.ThinnerWires)
            {
                ElectricalWires.Instance.ApplyThinnerWires();
            }

            // Force update of any dirty net or building prefabs from replacement process.
            Logging.Message("updating dirty prefabs");
            BuildingData.Update();
            NetData.Update();

            // Set up options panel event handler.
            OptionsPanel.OptionsEventHook();

            // Display any exception message that occured during load.
            InfoPanelManager.CheckException();

            // Activate tool hotkey.
            UIThreading.Operating = true;

            Logging.Message("loading complete");
        }
コード例 #6
0
        /// <summary>
        /// Called by the game when level loading is complete.
        /// </summary>
        /// <param name="mode">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnLevelLoaded(LoadMode mode)
        {
            base.OnLevelLoaded(mode);

            // Check to see if a conflicting mod has been detected.
            if (conflictingMod)
            {
                // Mod conflict detected - display warning notification and exit.
                ListMessageBox modConflictBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                modConflictBox.AddParas(Translations.Translate("ERR_CON0"), Translations.Translate("LBR_ERR_FAT"), Translations.Translate("LBR_ERR_CON0"), Translations.Translate("ERR_CON1"));

                // Add conflicting mod name(s).
                modConflictBox.AddList(ModUtils.conflictingModNames.ToArray());

                // Closing para.
                modConflictBox.AddParas(Translations.Translate("LBR_ERR_CON1"));
            }

            // Don't do anything if we're not enabled or we've already been here.
            if (isModEnabled && !isModCreated)
            {
                // Wait for Harmony if it hasn't already happened.
                //if (!Patcher.patched)
                {
                    // Set timeout counter, just in case.
                    DateTime startTime = DateTime.Now;

                    try
                    {
                        Logging.Message("waiting for Harmony");
                        while (!Patcher.patched)
                        {
                            if (CitiesHarmony.API.HarmonyHelper.IsHarmonyInstalled)
                            {
                                Patcher.PatchAll();
                                break;
                            }

                            // Three minutes should be sufficient wait.
                            if (DateTime.Now > startTime.AddMinutes(3))
                            {
                                throw new TimeoutException("Harmony loading timeout: " + startTime.ToString() + " : " + DateTime.Now.ToString());
                            }
                        }
                    }
                    catch (Exception e)
                    {
                        Logging.LogException(e, "Harmony loading exception");

                        // Harmony 2 wasn't loaded; display warning notification and exit.
                        ListMessageBox harmonyBox = MessageBoxBase.ShowModal <ListMessageBox>();

                        // Key text items.
                        harmonyBox.AddParas(Translations.Translate("ERR_HAR0"), Translations.Translate("LBR_ERR_HAR"), Translations.Translate("LBR_ERR_FAT"), Translations.Translate("ERR_HAR1"));

                        // List of dot points.
                        harmonyBox.AddList(Translations.Translate("ERR_HAR2"), Translations.Translate("ERR_HAR3"));

                        // Closing para.
                        harmonyBox.AddParas(Translations.Translate("MES_PAGE"));
                    }
                }

                Logging.Message("Harmony ready, proceeding");

                // Set flag.
                isModCreated = true;

                // Load and apply mod settings (configuration file loaded above).
                settingsFile = Configuration <SettingsFile> .Load();

                ModSettings.VanillaCalcs      = settingsFile.UseVanilla;
                ModSettings.LegacyCalcs       = settingsFile.UseLegacy;
                ModSettings.CustomRetirement  = settingsFile.CustomRetirement;
                ModSettings.RetirementYear    = settingsFile.RetirementYear;
                ModSettings.UseTransportModes = settingsFile.UseTransportModes;
                ModSettings.randomImmigrantEd = settingsFile.RandomImmigrantEd;
                Logging.UseDeathLog           = settingsFile.LogDeaths;
                Logging.UseImmigrationLog     = settingsFile.LogImmigrants;
                Logging.UseTransportLog       = settingsFile.LogTransport;
                Logging.UseSicknessLog        = settingsFile.LogSickness;

                // Apply sickness probabilities.
                CalculateSicknessProbabilities();

                // Report status.
                Logging.Message("death logging ", Logging.UseDeathLog ? "enabled" : "disabled", ", immigration logging ", Logging.UseImmigrationLog ? "enabled" : "disabled", ", transportation logging ", Logging.UseTransportLog ? "enabled" : "disabled");

                // Prime Threading.counter to continue from frame index.
                int temp = (int)(Singleton <SimulationManager> .instance.m_currentFrameIndex / 4096u);
                Threading.counter = temp % DataStore.lifeSpanMultiplier;
                try
                {
                    WG_XMLBaseVersion xml = new XML_VersionTwo();
                    xml.WriteXML(currentFileLocation);
                }
                catch (Exception e)
                {
                    Logging.LogException(e, "XML configuration file error");
                }

                // Set up options panel event handler.
                OptionsPanel.OptionsEventHook();

                Logging.KeyMessage("successfully loaded");

                // Display update notifications.
                WhatsNew.ShowWhatsNew();
            }
        }
コード例 #7
0
ファイル: Loading.cs プロジェクト: algernon-A/PtG-converter
        /// <summary>
        /// Called by the game when level loading is complete.
        /// </summary>
        /// <param name="mode">Loading mode (e.g. game, editor, scenario, etc.)</param>
        public override void OnLevelLoaded(LoadMode mode)
        {
            base.OnLevelLoaded(mode);

            // Check to see that Harmony 2 was properly loaded.
            if (!Patcher.Patched)
            {
                // Harmony 2 wasn't loaded; display warning notification and exit.
                ListMessageBox harmonyBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                harmonyBox.AddParas(Translations.Translate("ERR_HAR0"), Translations.Translate("PGC_ERR_HAR"), Translations.Translate("PGC_ERR_FAT"), Translations.Translate("ERR_HAR1"));

                // List of dot points.
                harmonyBox.AddList(Translations.Translate("ERR_HAR2"), Translations.Translate("ERR_HAR3"));

                // Closing para.
                harmonyBox.AddParas(Translations.Translate("MES_PAGE"));

                // Don't do anything further.
                return;
            }

            // Was Plop the Growables detected?
            if (ptgDetected)
            {
                // Plop the Growables detected - display warning notification and exit.
                ListMessageBox modConflictBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                modConflictBox.AddParas(Translations.Translate("PGC_PTG0"), Translations.Translate("PGC_PTG1"), Translations.Translate("PGC_PTG2"));

                // Don't do anything further.
                return;
            }

            // Did data read succesfully occur?
            if (!dataLoaded)
            {
                // Mod conflict detected - display warning notification and exit.
                ListMessageBox modConflictBox = MessageBoxBase.ShowModal <ListMessageBox>();

                // Key text items.
                modConflictBox.AddParas(Translations.Translate("PGC_ERR_DSZ"), Translations.Translate("PGC_ERR_FAT"));

                // Don't do anything further.
                return;
            }


            // Checks passed - now check to see if we've got Advanced Building Level Control installed and active.
            ModUtils.ABLCReflection();
            if (ModUtils.ablcLockBuildingLevel != null)
            {
                // Get building manager.
                BuildingManager instance = Singleton <BuildingManager> .instance;
                if (instance == null)
                {
                    Logging.Error("couldn't get building manager");
                    return;
                }

                // Iterate through each building ID in the list of deserialized PtG IDs.
                foreach (ushort buildingID in PlopTheGrowables.buildingList)
                {
                    byte level = instance.m_buildings.m_buffer[buildingID].m_level;
                    Logging.Message("locking building level for building ", buildingID.ToString(), " to ", level.ToString());

                    ModUtils.ablcLockBuildingLevel.Invoke(null, new object[] { buildingID, level });
                }
            }
        }