Exemplo n.º 1
0
        internal void Update()
        {
            if (!_gameObject.Definition.WeaponSets.TryGetValue(_gameObject.WeaponSetConditions, out var weaponTemplateSet))
            {
                return;
            }

            if (_currentWeaponTemplateSet == weaponTemplateSet)
            {
                return;
            }

            _currentWeaponTemplateSet = weaponTemplateSet;

            _currentWeaponSlot = WeaponSlot.Primary;

            _filledWeaponSlots = 0;
            _combinedAntiMask  = WeaponAntiFlags.None;

            for (var i = 0; i < _weapons.Length; i++)
            {
                var weaponTemplate = _currentWeaponTemplateSet.Slots[i]?.Weapon.Value;
                if (weaponTemplate != null)
                {
                    _weapons[i] = new Weapon(_gameObject, weaponTemplate, (WeaponSlot)i, _gameObject.GameContext);

                    _filledWeaponSlots |= (uint)(1 << i);
                    _combinedAntiMask  |= weaponTemplate.AntiMask;
                }
            }
        }
Exemplo n.º 2
0
        public void Persist(StatePersister reader)
        {
            reader.PersistVersion(1);

            var objectDefinitionName = _currentWeaponTemplateSet?.ObjectDefinition.Name;

            reader.PersistAsciiString(ref objectDefinitionName);

            var conditions = _currentWeaponTemplateSet?.Conditions ?? new BitArray <WeaponSetConditions>();

            reader.PersistBitArray(ref conditions);

            if (reader.Mode == StatePersistMode.Read)
            {
                _currentWeaponTemplateSet = _gameObject.Definition.WeaponSets[conditions];
            }

            // In Generals there are 3 possible weapons.
            // Later games have up to 5.
            reader.BeginArray("Weapons");
            for (var i = 0; i < 3; i++)
            {
                reader.BeginObject();

                var slotFilled = _weapons[i] != null;
                reader.PersistBoolean(ref slotFilled);
                if (slotFilled)
                {
                    if (reader.Mode == StatePersistMode.Read)
                    {
                        _weapons[i] = new Weapon(
                            _gameObject,
                            _currentWeaponTemplateSet.Slots[i].Weapon.Value,
                            (WeaponSlot)i, _gameObject.GameContext);
                    }
                    reader.PersistObject(_weapons[i], "Value");
                }
                else
                {
                    _weapons[i] = null;
                }

                reader.EndObject();
            }
            reader.EndArray();

            reader.PersistEnum(ref _currentWeaponSlot);
            reader.PersistUInt32(ref _unknown1);
            reader.PersistUInt32(ref _filledWeaponSlots);
            reader.PersistEnumFlags(ref _combinedAntiMask);
            reader.PersistUInt32(ref _unknown2);
            reader.PersistBoolean(ref _unknown3);
            reader.PersistBoolean(ref _unknown4);
        }
Exemplo n.º 3
0
        internal void Load(SaveFileReader reader)
        {
            reader.ReadVersion(1);

            // This is the object definition which defined the WeaponSet
            // (either a normal object or DefaultThingTemplate)
            var objectDefinitionName = reader.ReadAsciiString();

            var conditions = reader.ReadBitArray <WeaponSetConditions>();

            _currentWeaponTemplateSet = _gameObject.Definition.WeaponSets[conditions];

            // In Generals there are 3 possible weapons.
            // Later games have up to 5.
            for (var i = 0; i < 3; i++)
            {
                var slotFilled = reader.ReadBoolean();
                if (slotFilled)
                {
                    _weapons[i] = new Weapon(_gameObject, _currentWeaponTemplateSet.Slots[i].Weapon.Value, (WeaponSlot)i, _gameObject.GameContext);
                    _weapons[i].Load(reader);
                }
                else
                {
                    _weapons[i] = null;
                }
            }

            _currentWeaponSlot = reader.ReadEnum <WeaponSlot>();

            var unknown2 = reader.ReadUInt32();

            _filledWeaponSlots = reader.ReadUInt32();
            _combinedAntiMask  = reader.ReadEnumFlags <WeaponAntiFlags>();

            var unknown5 = reader.ReadUInt32();

            var unknownBool1 = reader.ReadBoolean();
            var unknownBool2 = reader.ReadBoolean();
        }