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  • 饥荒 死亡后不删存档的办法

    饥荒是个自由度很高的游戏,shark工作组确实厉害,不过新手面对无穷尽的死亡还是很头疼。

    下面两句mod里的代码注释后可以防止删档,当任务死亡后只需要按esc正常quit,小退下重进就可以了从最近的存档恢复。

    目录每个版本都不一样,只要在安装目录下搜索到gamelogic.lua文件就可以了。

    在OnPlayerDeath方法中注释所有调用HandleDeathCleanup的方法就可以了。

    注释方法就是在句首加上“--”。

    最后贴上最新版的完整代码,覆盖前友情提醒先备份原版的代码。

    require "mods"
    require "playerprofile"
    require "saveindex"
    require "screens/mainscreen"
    require "screens/deathscreen"
    require "screens/popupdialog"
    require "screens/bigpopupdialog"
    require "screens/endgamedialog"
    
    Print (VERBOSITY.DEBUG, "[Loading frontend assets]")
    
    local start_game_time = nil
    
    TheSim:SetRenderPassDefaultEffect( RENDERPASS.BLOOM, "data/shaders/anim_bloom.ksh" )
    TheSim:SetErosionTexture( "data/images/erosion.tex" )
    
    
    --this is suuuuuper placeholdery. We need to think about how to handle all of the different types of updates for this
    local function DoAgeWorld()
    	for k,v in pairs(Ents) do
    
    		--spoil all of the spoilables
    		if v.components.perishable then
    			v.components.perishable:Perish()
    		end
    		
    		--send things to their homes
    		if v.components.homeseeker and v.components.homeseeker.home then
    			
    			if v.components.homeseeker.home.components.childspawner then
    				v.components.homeseeker.home.components.childspawner:GoHome(v)
    			end
    			
    			if v.components.homeseeker.home.components.spawner then
    				v.components.homeseeker.home.components.spawner:GoHome(v)
    			end
    			
    		end
    		
    		if v.components.fueled then
    			v.components.fueled:MakeEmpty()
    		end
    		
    	end
    end
    
    local function LoadAssets(fe)
    
    	local be_prefabs = {"hud", "forest", "cave", "ceiling", "maxwell", "fire", "character_fire", "shatter"}
    	local fe_prefabs = {"frontend"}
    
    	local recipe_prefabs = {}
    	for k,v in pairs(Recipes) do
    		table.insert(recipe_prefabs, v.name)
    		if v.placer then
    			table.insert(recipe_prefabs, v.placer)
    		end
    	end
    
    	if fe then
    		print ("LOAD FE")
    		TheSim:LoadPrefabs(fe_prefabs)
    		TheSim:UnloadPrefabs(be_prefabs)
    		TheSim:UnloadPrefabs(recipe_prefabs)
    		print ("LOAD FE: done")
    	else
    		print ("LOAD BE")
    		TheSim:UnloadPrefabs(fe_prefabs)
    		TheSim:LoadPrefabs(be_prefabs)
    		TheSim:LoadPrefabs(recipe_prefabs)
    		print ("LOAD BE: done")
    	end
    end
    
    function GetTimePlaying()
    	if not start_game_time then
    		return 0
    	end
    	return GetTime() - start_game_time 
    end
    
    function CalculatePlayerRewards(wilson)
    	local Progression = require "progressionconstants"
    	
    	print("Calculating progression")
    	
    	--increment the xp counter and give rewards
    	local days_survived = GetClock().numcycles
    	local start_xp = wilson.profile:GetXP()
    	local reward_xp = Progression.GetXPForDays(days_survived)
    	local new_xp = math.min(start_xp + reward_xp, Progression.GetXPCap())
            
    	local all_rewards = Progression.GetRewardsForTotalXP(new_xp)
    	for k,v in pairs(all_rewards) do
    		wilson.profile:UnlockCharacter(v)
    	end
    	wilson.profile:SetXP(new_xp)
    
    	print("Progression: ",days_survived, start_xp, reward_xp, new_xp)
    	return days_survived, start_xp, reward_xp, new_xp
    end
    
    
    local function HandleDeathCleanup(wilson, data)
        local game_time = GetClock():ToMetricsString()
    
        if SaveGameIndex:GetCurrentMode() == "survival" then
    	    local playtime = GetTimePlaying()
    	    playtime = math.floor(playtime*1000)
    	    SetTimingStat("time", "scenario", playtime)
    	    SendTrackingStats()
    	    local days_survived, start_xp, reward_xp, new_xp = CalculatePlayerRewards(wilson)
    	    
    	    ProfileStatsSet("xp_gain", reward_xp)
    	    ProfileStatsSet("xp_total", new_xp)
    	    SubmitCompletedLevel() --close off the instance
    
    	    wilson.components.health.invincible = true
    
    	    wilson.profile:Save(function()
    		    SaveGameIndex:EraseCurrent(function() 
    				    scheduler:ExecuteInTime(3, function() 
    						TheFrontEnd:PushScreen(DeathScreen(days_survived, start_xp))
    					end)
    		    	end)
    		    end)
    	elseif SaveGameIndex:GetCurrentMode() == "adventure" then
    
    		SaveGameIndex:OnFailAdventure(function()
    		    scheduler:ExecuteInTime(3, function() 
    				TheFrontEnd:Fade(false, 3, function()
    						local params = json.encode{reset_action="loadslot", save_slot = SaveGameIndex:GetCurrentSaveSlot(), playeranim="failadventure"}
    						TheSim:SetInstanceParameters(params)
    						TheSim:Reset()
    					end)
    				end)
    			end)	
    	elseif SaveGameIndex:GetCurrentMode() == "cave" then
    		scheduler:ExecuteInTime(2, function()
    				TheFrontEnd:Fade(false, 2, function()
    						for k,v in pairs(Ents) do
    							if v.prefab == "cave_exit" then
    								GetPlayer().Transform:SetPosition(v.Transform:GetWorldPosition())
    								break
    							end
    						end
    						
    						DoAgeWorld()
    						
    						SaveGameIndex:SaveCurrent(function()
    							SaveGameIndex:OnFailCave(function()
    								local params = json.encode{reset_action="loadslot", save_slot = SaveGameIndex:GetCurrentSaveSlot(), playeranim="failcave"}
    								TheSim:SetInstanceParameters(params)
    								TheSim:Reset()
    							end)
    						end)
    					end)
    				end)
    
    	end
    end
    
    local function OnPlayerDeath(wilson, data)
    
    	local cause = data.cause or "unknown"
    	local will_resurrect = wilson.components.resurrectable and wilson.components.resurrectable:CanResurrect() 
    
    	
        TheMixer:PushMix("death")
        wilson.HUD:Hide()
        
        local game_time = GetClock():ToMetricsString()
        
    	RecordDeathStats(cause, GetClock():GetPhase(), wilson.components.sanity.current, wilson.components.hunger.current, will_resurrect)
    
    	ProfileStatsAdd("killed_by_"..cause)
        
        ProfileStatsAdd("deaths")
    
        --local res = TheSim:FindFirstEntityWithTag("resurrector")
        
    	if will_resurrect then
            scheduler:ExecuteInTime(4, function()  
                TheMixer:PopMix("death")
                if wilson.components.resurrectable:DoResurrect() then
    				ProfileStatsAdd("resurrections")
    			else
    				--HandleDeathCleanup(wilson, data)
    			end
            end)
        else
    		--HandleDeathCleanup(wilson, data)
        end
    end
    
    
    function SetUpPlayerCharacterCallbacks(wilson)
        --set up on ondeath handler
        wilson:ListenForEvent( "death", function(inst, data) OnPlayerDeath(wilson, data) end)
        wilson:ListenForEvent( "quit",
            function()
                Print (VERBOSITY.DEBUG, "I SHOULD QUIT!")
                TheMixer:PushMix("death")
                wilson.HUD:Hide()
                local playtime = GetTimePlaying()
                playtime = math.floor(playtime*1000)
                
                RecordQuitStats()
                SetTimingStat("time", "scenario", playtime)
                ProfileStatsSet("time_played", playtime)
                SendTrackingStats()
                SendAccumulatedProfileStats()
                
    			TheSim:SetInstanceParameters()
    			TheSim:Reset()
            end)        
        
        wilson:ListenForEvent( "daycomplete", 
            function(it, data) 
                if not wilson.components.health:IsDead() then
                    RecordEndOfDayStats()
                    ProfileStatsAdd("nights_survived_iar")
    				SendAccumulatedProfileStats()
                end
            end, GetWorld()) 
            
        --[[wilson:ListenForEvent( "daytime", 
            function(it, data) 
                if not wilson.components.health:IsDead() and not wilson.is_teleporting then
    				--print("Day has arrived...")
    				--SaveGameIndex:SaveCurrent()
                end
            end, GetWorld()) 
    	--]]
        wilson:ListenForEvent("builditem", function(inst, data) ProfileStatsAdd("build_item_"..data.item.prefab) end)    
        wilson:ListenForEvent("buildstructure", function(inst, data) ProfileStatsAdd("build_structure_"..data.item.prefab) end)
    end
    
    
    local function StartGame(wilson)
    	
    	TheFrontEnd:GetSound():KillSound("FEMusic") -- just in case...
    	
    	start_game_time = GetTime()
    	SetUpPlayerCharacterCallbacks(wilson)
    end
    
    
    local deprecated = { turf_webbing = true }
    local replace = { 
    				farmplot = "slow_farmplot", farmplot2 = "fast_farmplot", 
    				farmplot3 = "fast_farmplot", sinkhole= "cave_entrance",
    				cave_stairs= "cave_entrance"
    			}
    
    function PopulateWorld(savedata, profile, playercharacter, playersavedataoverride)
        
        playercharacter = playercharacter or "wilson"
    	Print(VERBOSITY.DEBUG, "PopulateWorld")
     	Print(VERBOSITY.DEBUG,  "[Instantiating objects...]" )
     	local wilson = nil
        if savedata then
    
            --figure out our start info
            local spawnpoint = Vector3(0,0,0)
            local playerdata = {}
            if savedata.playerinfo then
            
                if savedata.playerinfo.x and savedata.playerinfo.z then
    				local y = savedata.playerinfo.y or 0
                    spawnpoint = Vector3(savedata.playerinfo.x, y, savedata.playerinfo.z)
                end
                
                if savedata.playerinfo.data then
                    playerdata = savedata.playerinfo.data
                end
            end
            
    		if playersavedataoverride then
    			playerdata = playersavedataoverride
    		end
    		
    		local newents = {}
    		
    
    		--local world = SpawnPrefab("forest")
    		local world = nil
    		local ceiling = nil
    		if savedata.map.prefab == "cave" then
    			world = SpawnPrefab("cave")
    			ceiling = SpawnPrefab("ceiling")
    		else
    			world = SpawnPrefab("forest")
    		end
    		
    		
            --spawn the player character and set him up
            TheSim:LoadPrefabs{playercharacter}
            wilson = SpawnPrefab(playercharacter)
            assert(wilson, "could not spawn player character")
            wilson:SetProfile(Profile)
            wilson.Transform:SetPosition(spawnpoint:Get())
    
            --this was spawned by the level file. kinda lame - we should just do everything from in here.
            local ground = GetWorld()
            if ground then
    
    
                if GetCeiling() then
    	        	GetCeiling().MapCeiling:SetSize(savedata.map.width, savedata.map.height)
    	        	GetCeiling().MapCeiling:SetFromString(savedata.map.tiles)
    	        	GetCeiling().MapCeiling:Finalize(TheSim:GetSetting("graphics", "static_walls") == "true")
    	        end
    
                ground.Map:SetSize(savedata.map.width, savedata.map.height)
    	        if savedata.map.prefab == "cave" then
    	        	ground.Map:SetPhysicsWallDistance(0.75)--0) -- TEMP for STREAM
    	        else
    	        	ground.Map:SetPhysicsWallDistance(0)--0.75)
    	        end
    
                ground.Map:SetFromString(savedata.map.tiles)
                ground.Map:Finalize()
    	        
    
    
    
                if savedata.map.nav then
                 	print("Loading Nav Grid")
                 	ground.Map:SetNavSize(savedata.map.width, savedata.map.height)
                 	ground.Map:SetNavFromString(savedata.map.nav)
                 else
                 	print("No Nav Grid")
                end
    			
                ground.hideminimap = savedata.map.hideminimap
    			ground.topology = savedata.map.topology
    			ground.meta = savedata.meta
    			assert(savedata.map.topology.ids, "[MALFORMED SAVE DATA] Map missing topology information. This save file is too old, and is missing neccessary information.")
    			
    			for i=#savedata.map.topology.ids,1, -1 do
    				local name = savedata.map.topology.ids[i]
    				if string.find(name, "LOOP_BLANK_SUB") ~= nil then
    					table.remove(savedata.map.topology.ids, i)
    					table.remove(savedata.map.topology.nodes, i)
    					for eid=#savedata.map.topology.edges,1,-1 do
    						if savedata.map.topology.edges[eid].n1 == i or savedata.map.topology.edges[eid].n2 == i then
    							table.remove(savedata.map.topology.edges, eid)
    						end
    					end
    				end
    			end		
    			
    			if ground.topology.level_number ~= nil then
    				require("map/levels")
    				if levels.story_levels[ground.topology.level_number] ~= nil then
    					profile:UnlockWorldGen("preset", levels.story_levels[ground.topology.level_number].name)
    				end
    			end
    			
    			wilson:AddComponent("area_aware")
    			--wilson:AddComponent("area_unlock")
    			
    			if ground.topology.override_triggers then
    				wilson:AddComponent("area_trigger")
    				
    				wilson.components.area_trigger:RegisterTriggers(ground.topology.override_triggers)
    			end
    				
    			
    			for i,node in ipairs(ground.topology.nodes) do
    				local story = ground.topology.ids[i]
    				-- guard for old saves
    				local story_depth = nil
    				if ground.topology.story_depths then
    					story_depth = ground.topology.story_depths[i]
    				end
    				if story ~= "START" then
    					story = string.sub(story, 1, string.find(story,":")-1)
    --					
    --					if Profile:IsWorldGenUnlocked("tasks", story) == false then
    --						wilson.components.area_unlock:RegisterStory(story)
    --					end
    				end
    				wilson.components.area_aware:RegisterArea({idx=i, type=node.type, poly=node.poly, story=story, story_depth=story_depth})
    								
    				if node.type == "Graveyard" or node.type == "MistyCavern" then
    					if node.area_emitter == nil then
    
    						local mist = SpawnPrefab( "mist" )
    						mist.Transform:SetPosition( node.cent[1], 0, node.cent[2] )
    						mist.components.emitter.area_emitter = CreateAreaEmitter( node.poly, node.cent )
    						
    						if node.area == nil then
    							node.area = 1
    						end
    						
    						mist.components.emitter.density_factor = math.ceil(node.area / 4)/31
    						mist.components.emitter:Emit()
    					end
    				end
    
    			end
    
    			if savedata.map.persistdata ~= nil then
    				ground:SetPersistData(savedata.map.persistdata)
    			end
    
    			
    			wilson.components.area_aware:StartCheckingPosition()
            end
            
            
            wilson:SetPersistData(playerdata, newents)
            if wilson.components.health.currenthealth == 0 then
    			wilson.components.health.currenthealth = 1
            end
            if savedata.playerinfo and savedata.playerinfo.id then
                newents[savedata.playerinfo.id] = {entity=wilson, data=playerdata} 
            end
            
            
            --set the clock (LEGACY! this is now handled via the world object's normal serialization)
            if savedata.playerinfo.day and savedata.playerinfo.dayphase and savedata.playerinfo.timeleftinera then
    	        
    			GetClock().numcycles = savedata.playerinfo and savedata.playerinfo.day or 0
    			if savedata.playerinfo and savedata.playerinfo.dayphase == "night" then
            		GetClock():StartNight(true)
    			elseif savedata.playerinfo and savedata.playerinfo.dayphase == "dusk" then
            		GetClock():StartDusk(true)
          		else 
            		GetClock():StartDay(true)
    			end
    	        
    			if savedata.playerinfo.timeleftinera then
    				GetClock().timeLeftInEra = savedata.playerinfo.timeleftinera
    			end
    		end
    
            -- Force overrides for ambient
    		local retune = require("tuning_override")
    		retune.OVERRIDES["areaambientdefault"].doit(savedata.map.prefab)
    
    		-- Check for map overrides
    		if ground.topology.overrides ~= nil and ground.topology.overrides ~= nil and GetTableSize(ground.topology.overrides) > 0 then			
    			for area, overrides in pairs(ground.topology.overrides) do	
    				for i,override in ipairs(overrides) do	
    					if retune.OVERRIDES[override[1]] ~= nil then
    						retune.OVERRIDES[override[1]].doit(override[2])
    					end
    				end
    			end
    		end
            
            --instantiate all the dudes
            for prefab, ents in pairs(savedata.ents) do
    			local prefab = replace[prefab] or prefab
           		if not deprecated[prefab] then
                    for k,v in ipairs(ents) do
                        v.prefab = v.prefab or prefab -- prefab field is stripped out when entities are saved in global entity collections, so put it back
    					SpawnSaveRecord(v, newents)
    				end
    			end
            end    
        
            --post pass in neccessary to hook up references
            for k,v in pairs(newents) do
                v.entity:LoadPostPass(newents, v.data)
            end
            GetWorld():LoadPostPass(newents, savedata.map.persistdata)
            
    
    		--Run scenario scripts
            for guid, ent in pairs(Ents) do
    			if ent.components.scenariorunner then
    				ent.components.scenariorunner:Run()
    			end
    		end
    
    		--Record mod information
    		ModManager:SetModRecords(savedata.mods or {})
            
            if SaveGameIndex:GetCurrentMode() ~= "adventure" and GetWorld().components.age and GetPlayer().components.age then
    			local player_age = GetPlayer().components.age:GetAge()
    			local world_age = GetWorld().components.age:GetAge()
    			
    			if world_age <= 0 then
    				GetWorld().components.age.saved_age = player_age
    			elseif player_age > world_age then
    				local catch_up = player_age - world_age 
    				print ("Catching up world", catch_up)
    				LongUpdate(catch_up, true)
    				
    				--this is a cheesy workaround for coming out of a cave at night, so you don't get immediately eaten
    				if SaveGameIndex:GetCurrentMode() == "survival" and not GetWorld().components.clock:IsDay() then
    					local light = SpawnPrefab("exitcavelight")
    					light.Transform:SetPosition(GetPlayer().Transform:GetWorldPosition())
    				end
    				
    			end
            end
        
        else
            Print(VERBOSITY.ERROR, "[MALFORMED SAVE DATA] PopulateWorld complete" )
            return
        end
    
    	Print(VERBOSITY.DEBUG, "[FINISHED LOADING SAVED GAME] PopulateWorld complete" )
    	return wilson
    end
    
    
    local function DrawDebugGraph(graph)
    	-- debug draw of new map gen
    	local debugdrawmap = CreateEntity()
    	local draw = debugdrawmap.entity:AddDebugRender()
    	draw:SetZ(0.1)
    	
    	
    	for idx,node in ipairs(graph.nodes) do
    		local colour = graph.colours[node.c]
    		
    		for i =1, #node.poly-1 do
    			draw:Line(node.poly[i][1], node.poly[i][2], node.poly[i+1][1], node.poly[i+1][2], colour.r, colour.g, colour.b, 255)
    		end
    		draw:Line(node.poly[1][1], node.poly[1][2], node.poly[#node.poly][1], node.poly[#node.poly][2], colour.r, colour.g, colour.b, 255)
    		
    		draw:Poly(node.cent[1], node.cent[2], colour.r, colour.g, colour.b, colour.a, node.poly)
    			
    		draw:String(graph.ids[idx].."("..node.cent[1]..","..node.cent[2]..")", 	node.cent[1], node.cent[2], node.ts)
    	end 
    	
    	draw:SetZ(0.15)
    
    	for idx,edge in ipairs(graph.edges) do
    		if edge.n1 ~= nil and edge.n2 ~= nil then
    			local colour = graph.colours[edge.c]
    			
    			local n1 = graph.nodes[edge.n1]
    			local n2 = graph.nodes[edge.n2]
    			if n1 ~= nil and n2 ~= nil then
    				draw:Line(n1.cent[1], n1.cent[2], n2.cent[1], n2.cent[2], colour.r, colour.g, colour.b, colour.a)
    			end
    		end
    	end 
    end
    
    --OK, we have our savedata and a profile. Instatiate everything and start the game!
    function DoInitGame(playercharacter, savedata, profile, next_world_playerdata, fast)	
    	--print("DoInitGame",playercharacter, savedata, profile, next_world_playerdata, fast)
    	TheFrontEnd:ClearScreens()	
    	LoadAssets(false)
    	
    	assert(savedata.map, "Map missing from savedata on load")
    	assert(savedata.map.prefab, "Map prefab missing from savedata on load")
    	assert(savedata.map.tiles, "Map tiles missing from savedata on load")
    	assert(savedata.map.width, "Map width missing from savedata on load")
    	assert(savedata.map.height, "Map height missing from savedata on load")
    	
    	assert(savedata.map.topology, "Map topology missing from savedata on load")
    	assert(savedata.map.topology.ids, "Topology entity ids are missing from savedata on load")
    	--assert(savedata.map.topology.story_depths, "Topology story_depths are missing from savedata on load")
    	assert(savedata.map.topology.colours, "Topology colours are missing from savedata on load")
    	assert(savedata.map.topology.edges, "Topology edges are missing from savedata on load")
    	assert(savedata.map.topology.nodes, "Topology nodes are missing from savedata on load")
    	assert(savedata.map.topology.level_type, "Topology level type is missing from savedata on load")
    	assert(savedata.map.topology.overrides, "Topology overrides is missing from savedata on load")
            
    	assert(savedata.playerinfo, "Playerinfo missing from savedata on load")
    	assert(savedata.playerinfo.x, "Playerinfo.x missing from savedata on load")
    	--assert(savedata.playerinfo.y, "Playerinfo.y missing from savedata on load")   --y is often omitted for space, don't check for it
    	assert(savedata.playerinfo.z, "Playerinfo.z missing from savedata on load")
    	--assert(savedata.playerinfo.day, "Playerinfo day missing from savedata on load")
    
    	assert(savedata.ents, "Entites missing from savedata on load")
    	
    	if savedata.map.roads then
    		Roads = savedata.map.roads
    		for k, road_data in pairs( savedata.map.roads ) do
    			RoadManager:BeginRoad()
    			local weight = road_data[1]
    			
    			if weight == 3 then
    				for i = 2, #road_data do
    					local ctrl_pt = road_data[i]
    					RoadManager:AddControlPoint( ctrl_pt[1], ctrl_pt[2] )
    				end
    
    				for k, v in pairs( ROAD_STRIPS ) do
    					RoadManager:SetStripEffect( v, "data/shaders/road.ksh" )
    				end
    				
    				RoadManager:SetStripTextures( ROAD_STRIPS.EDGES,	"data/images/roadedge.tex",		"data/images/roadnoise.tex" )
    				RoadManager:SetStripTextures( ROAD_STRIPS.CENTER,	"data/images/square.tex",		"data/images/roadnoise.tex" )
    				RoadManager:SetStripTextures( ROAD_STRIPS.CORNERS,	"data/images/roadcorner.tex",	"data/images/roadnoise.tex" )
    				RoadManager:SetStripTextures( ROAD_STRIPS.ENDS,		"data/images/roadendcap.tex",	"data/images/roadnoise.tex" )
    			
    				RoadManager:GenerateVB(
    						ROAD_PARAMETERS.NUM_SUBDIVISIONS_PER_SEGMENT,
    						ROAD_PARAMETERS.MIN_WIDTH, ROAD_PARAMETERS.MAX_WIDTH,
    						ROAD_PARAMETERS.MIN_EDGE_WIDTH, ROAD_PARAMETERS.MAX_EDGE_WIDTH,
    						ROAD_PARAMETERS.WIDTH_JITTER_SCALE, true )
    			else
    				for i = 2, #road_data do
    					local ctrl_pt = road_data[i]
    					RoadManager:AddControlPoint( ctrl_pt[1], ctrl_pt[2] )
    				end
    				
    				for k, v in pairs( ROAD_STRIPS ) do
    					RoadManager:SetStripEffect( v, "data/shaders/road.ksh" )
    				end
    				RoadManager:SetStripTextures( ROAD_STRIPS.EDGES,	"data/images/roadedge.tex",		"data/images/pathnoise.tex" )
    				RoadManager:SetStripTextures( ROAD_STRIPS.CENTER,	"data/images/square.tex",		"data/images/pathnoise.tex" )
    				RoadManager:SetStripTextures( ROAD_STRIPS.CORNERS,	"data/images/roadcorner.tex",	"data/images/pathnoise.tex" )
    				RoadManager:SetStripTextures( ROAD_STRIPS.ENDS,		"data/images/roadendcap.tex",	"data/images/pathnoise.tex" )
    				
    				RoadManager:GenerateVB(
    						ROAD_PARAMETERS.NUM_SUBDIVISIONS_PER_SEGMENT,
    						0, 0,
    						ROAD_PARAMETERS.MIN_EDGE_WIDTH*4, ROAD_PARAMETERS.MAX_EDGE_WIDTH*4,
    						0, false )						
    				--[[
    			else
    				for i = 2, #road_data do
    					local ctrl_pt = road_data[i]
    					RoadManager:AddSmoothedControlPoint( ctrl_pt[1], ctrl_pt[2] )
    				end
    				
    				for k, v in pairs( ROAD_STRIPS ) do
    					RoadManager:SetStripEffect( v, "data/shaders/river.ksh" )
    				end
    				RoadManager:SetStripTextures( ROAD_STRIPS.EDGES,	"data/images/square.tex",		"data/images/river_bed.tex" )
    				RoadManager:SetStripTextures( ROAD_STRIPS.CENTER,	"data/images/square.tex",		"data/images/water_river.tex" )
    				RoadManager:SetStripUVAnimStep( ROAD_STRIPS.CENTER, 0, 0.25 )
    				RoadManager:SetStripWrapMode( ROAD_STRIPS.EDGES, WRAP_MODE.CLAMP_TO_EDGE, WRAP_MODE.WRAP )
    				--RoadManager:SetStripTextures( ROAD_STRIPS.CORNERS,	"data/images/roadcorner.tex",	"data/images/pathnoise.tex" )
    				--RoadManager:SetStripTextures( ROAD_STRIPS.ENDS,		"data/images/roadendcap.tex",	"data/images/pathnoise.tex" )
    				
    				RoadManager:GenerateVB(
    						ROAD_PARAMETERS.NUM_SUBDIVISIONS_PER_SEGMENT,
    						5, 5,
    						2, 2,
    						0, false )
    				--]]
    			end
    		end
    		RoadManager:GenerateQuadTree()
    	end
    	
    	SubmitStartStats(playercharacter)
    	
        --some lame explicit loads
    	Print(VERBOSITY.DEBUG, "DoInitGame Loading prefabs...")
        
    	Print(VERBOSITY.DEBUG, "DoInitGame Adjusting audio...")
        TheMixer:SetLevel("master", 0)
        
    	--apply the volumes
    	
    	Print(VERBOSITY.DEBUG, "DoInitGame Populating world...")
    	
        local wilson = PopulateWorld(savedata, profile, playercharacter, next_world_playerdata)
        if wilson then
    		TheCamera:SetTarget(wilson)
    		StartGame(wilson)
    		TheCamera:SetDefault()
    		TheCamera:Snap()
    	else
    		Print(VERBOSITY.WARNING, "DoInitGame NO WILSON?")
        end
        
        if Profile.persistdata.debug_world  == 1 then
        	if savedata.map.topology == nil then
        		Print(VERBOSITY.ERROR, "OI! Where is my topology info!")
        	else
        		DrawDebugGraph(savedata.map.topology)
         	end
        end
        
        local function OnStart()
        	Print(VERBOSITY.DEBUG, "DoInitGame OnStart Callback... turning volume up")
    		SetHUDPause(false)
        end
    	
    	if not TheFrontEnd:IsDisplayingError() then
    		local hud = PlayerHud()
    		TheFrontEnd:PushScreen(hud)
    		hud:SetMainCharacter(wilson)
    		
    	    --clear the player stats, so that it doesn't count items "acquired" from the save file
    	    GetProfileStats(true)
    
    		RecordSessionStartStats()
    		
    	    --after starting everything up, give the mods additional environment variables
    	    ModManager:SimPostInit(wilson)
    		
    		GetPlayer().components.health:RecalculatePenalty()
    
    		if ( SaveGameIndex:GetCurrentMode() ~= "cave" and (SaveGameIndex:GetCurrentMode() == "survival" or SaveGameIndex:GetSlotWorld() == 1) and SaveGameIndex:GetSlotDay() == 1 and GetClock():GetNormTime() == 0) then
    			if GetPlayer().components.inventory.starting_inventory then
    				for k,v in pairs(GetPlayer().components.inventory.starting_inventory) do
    					local item = SpawnPrefab(v)
    					if item then
    						GetPlayer().components.inventory:GiveItem(item)
    					end
    				end
    			end
    		end
    
    	    if fast then
    	    	OnStart()
    	    else
    			SetHUDPause(true,"InitGame")
    			if Settings.playeranim == "failcave" then
    				GetPlayer().sg:GoToState("wakeup")
    				GetClock():MakeNextDay()
    			elseif Settings.playeranim == "failadventure" then
    				GetPlayer().sg:GoToState("failadventure")
    				GetPlayer().HUD:Show()
    			elseif GetWorld():IsCave() then
    				GetPlayer().sg:GoToState("caveenter")
    				GetPlayer().HUD:Show()
    			elseif Settings.playeranim == "wakeup" or playercharacter == "waxwell" or savedata.map.nomaxwell then
    				
    				GetPlayer().sg:GoToState("wakeup")
    				GetPlayer().HUD:Show()
    				--announce your freedom if you are starting as waxwell
    				if playercharacter == "waxwell" and SaveGameIndex:GetCurrentMode() == "survival" and (GetClock().numcycles == 0 and GetClock():GetNormTime() == 0) then
    					GetPlayer():DoTaskInTime( 3.5, function()
    						GetPlayer().components.talker:Say(GetString("waxwell", "ANNOUNCE_FREEDOM"))
    					end)
    				end
    
    			elseif (GetClock().numcycles == 0 and GetClock():GetNormTime() == 0) or Settings.maxwell ~= nil then
    
    				local max = SpawnPrefab("maxwellintro")
    				local speechName = "NULL_SPEECH"
    				if Settings.maxwell then
    					speechName = Settings.maxwell
    				elseif SaveGameIndex:GetCurrentMode() == "adventure" then
    					if savedata.map.override_level_string == true then
    						local level_id = 1
    						if GetWorld().meta then
    							level_id = GetWorld().meta.level_id or level_id 
    						end
    
    						speechName = "ADVENTURE_"..level_id
    					else
    						speechName = "ADVENTURE_"..SaveGameIndex:GetSlotWorld()
    					end
    				else
    					speechName = "SANDBOX_1"
    				end
    				max.components.maxwelltalker:SetSpeech(speechName)
    				max.components.maxwelltalker:Initialize()
    				max.task = max:StartThread(function()	max.components.maxwelltalker:DoTalk() end) 
    				--PlayNIS("maxwellintro", savedata.map.maxwell)
    			end
    			
    			
    			local title = STRINGS.UI.SANDBOXMENU.ADVENTURELEVELS[SaveGameIndex:GetSlotLevelIndexFromPlaylist()]
    			local subtitle = STRINGS.UI.SANDBOXMENU.CHAPTERS[SaveGameIndex:GetSlotWorld()]
    			local showtitle = SaveGameIndex:GetCurrentMode() == "adventure" and title
    			if showtitle then
    				TheFrontEnd:ShowTitle(title,subtitle)
    			end
    			
    			TheFrontEnd:Fade(true, 1, function() 
    				SetHUDPause(false)
    				TheMixer:SetLevel("master", 1) 
    				TheMixer:PushMix("normal") 
    				TheFrontEnd:HideTitle()
    				--TheFrontEnd:PushScreen(PopupDialogScreen(STRINGS.UI.HUD.READYTITLE, STRINGS.UI.HUD.READY, {{text=STRINGS.UI.HUD.START, cb = function() OnStart() end}}))
    			end, showtitle and 3, showtitle and function() SetHUDPause(false) end )
    	    end
    	    
    	    if savedata.map.hideminimap ~= nil then
    	        hud.minimap:DoTaskInTime(0, function(inst) inst.MiniMap:ClearRevealedAreas(savedata.map.hideminimap) end)
    	    end
    	    if savedata.map.teleportaction ~= nil then
    	        local teleportato = TheSim:FindFirstEntityWithTag("teleportato")
    	        if teleportato then
    	        	local pickPosition = function() 
    	        		local portpositions = GetRandomInstWithTag("teleportlocation", teleportato, 1000)
    	        		if portpositions then
    	        			return Vector3(portpositions.Transform:GetWorldPosition())
    	        		else
    	        			return Vector3(savedata.playerinfo.x, savedata.playerinfo.y or 0, savedata.playerinfo.z)
    	        		end
    	        	end
    	            teleportato.action = savedata.map.teleportaction
    	            teleportato.maxwell = savedata.map.teleportmaxwell
    	            teleportato.teleportpos = pickPosition()
    	        end
    	    end
    	end
    	
        --DoStartPause("Ready!")
        Print(VERBOSITY.DEBUG, "DoInitGame complete")
        
        if PRINT_TEXTURE_INFO then
    		c_printtextureinfo( "texinfo.csv" )
    		TheSim:Quit()
    	end    
    end
    
    ------------------------THESE FUNCTIONS HANDLE STARTUP FLOW
    
    
    local function DoLoadWorld(saveslot, playerdataoverride)
    	local function onload(savedata)
    		DoInitGame(SaveGameIndex:GetSlotCharacter(saveslot), savedata, Profile, playerdataoverride)
    	end
    	SaveGameIndex:GetSaveData(saveslot, SaveGameIndex:GetCurrentMode(saveslot), onload)
    end
    
    local function DoGenerateWorld(saveslot, type_override)
    
    	local function onComplete(savedata )
    		local function onsaved()
    			local success, world_table = RunInSandbox(savedata)
    			if success then
    
    				DoInitGame(SaveGameIndex:GetSlotCharacter(saveslot), world_table, Profile, SaveGameIndex:GetPlayerData(saveslot))
    			end
    		end
    
    		SaveGameIndex:OnGenerateNewWorld(saveslot, savedata, onsaved)
    	end
    
    	local world_gen_options =
    	{
    		level_type = type_override or SaveGameIndex:GetCurrentMode(saveslot),
    		custom_options = SaveGameIndex:GetSlotGenOptions(saveslot,SaveGameIndex:GetCurrentMode()),
    		level_world = SaveGameIndex:GetSlotLevelIndexFromPlaylist(saveslot),
    		profiledata = Profile.persistdata,
    	}
    	
    	if world_gen_options.level_type == "adventure" then
    		world_gen_options["adventure_progress"] = SaveGameIndex:GetSlotWorld()
    	elseif world_gen_options.level_type == "cave" then
    		world_gen_options["cave_progress"] = SaveGameIndex:GetCurrentCaveLevel()
    	end
    
    	TheFrontEnd:PushScreen(WorldGenScreen(Profile, onComplete, world_gen_options))
    end
    
    local function LoadSlot(slot)
    	TheFrontEnd:ClearScreens()
    	if SaveGameIndex:HasWorld(slot, SaveGameIndex:GetCurrentMode(slot)) then
       		DoLoadWorld(slot, SaveGameIndex:GetModeData(slot, SaveGameIndex:GetCurrentMode(slot)).playerdata)
    	else
    		LoadAssets(true)
    		if SaveGameIndex:GetCurrentMode(slot) == "survival" and SaveGameIndex:IsContinuePending(slot) then
    			
    			local function onsave()
    				DoGenerateWorld(slot)
    			end
    
    			local function onSet(character)
    				SaveGameIndex:SetSlotCharacter(slot, character, onsave)
    			end
    			TheFrontEnd:PushScreen(CharacterSelectScreen(Profile, onSet, true, SaveGameIndex:GetSlotCharacter(slot)))
    		else			
    			DoGenerateWorld(slot)
    		end
    	end
    end
    
    
    
    ----------------LOAD THE PROFILE AND THE SAVE INDEX, AND START THE FRONTEND
    
    local function OnFilesLoaded()
    	UpdateGamePurchasedState( function()
    		--print( "[Settings]",Settings.character, Settings.savefile)
    		if Settings.reset_action then
    			if Settings.reset_action == "loadslot" then
    				if not SaveGameIndex:GetCurrentMode(Settings.save_slot) then
    					LoadAssets(true)
    					TheFrontEnd:ShowScreen(MainScreen(Profile))
    				else
    					LoadSlot(Settings.save_slot)
    				end
    			elseif Settings.reset_action == "printtextureinfo" then
    				LoadAssets(true)
    				DoGenerateWorld(1)
    			else
    				LoadAssets(true)
    				TheFrontEnd:ShowScreen(MainScreen(Profile))
    			end
    		else
    			if PRINT_TEXTURE_INFO then
    				SaveGameIndex:DeleteSlot(1,
    					function()
    						local function onsaved()
    							local params = json.encode{reset_action="printtextureinfo", save_slot = 1}
    							TheSim:SetInstanceParameters(params)
    							TheSim:Reset()
    						end
    						SaveGameIndex:StartSurvivalMode(1, "wilson", {}, onsaved)
    					end)
    			else
    				LoadAssets(true)
    				TheFrontEnd:ShowScreen(MainScreen(Profile))
    			end
    		end
    	end)
    end
    
    
    Profile = PlayerProfile()
    SaveGameIndex = SaveIndex()
    
    Print(VERBOSITY.DEBUG, "[Loading profile and save index]")
    Profile:Load( function() 
    	SaveGameIndex:Load( OnFilesLoaded )
    end )
    
    --dont_load_save in profile
    

      

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  • 原文地址:https://www.cnblogs.com/jinzhao/p/3241965.html
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