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More handling for load game #36

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GoogleFrog opened this issue Apr 15, 2017 · 7 comments
Open

More handling for load game #36

GoogleFrog opened this issue Apr 15, 2017 · 7 comments

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@GoogleFrog
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Circuit probably needs a lot of work to handle loaded games well. One think I noticed that is if it is building a Dante then the Striderhub will not correctly repair the nanoframe after the game is loaded. Taking advantage of half complete striders with striderhubs would solve this.

@rlcevg
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rlcevg commented Apr 15, 2017

UnitTask class defines current job for a unit (some dependencies and future plans). It may be a good idea to add (de)serialization ability to UnitTask...

@rlcevg
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rlcevg commented Apr 28, 2017

What's the structure of save file? What lua files/callins i can check in order to get familiar with save/load structure?
Most likely i'll have to save some AI info.

@GoogleFrog
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I don't know if/how AIs have access to save files. Save a game and look inside to see the structure.

@rlcevg
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rlcevg commented Apr 29, 2017

That's bad. I don't like reverse engeneering atm. I was sure GoogleFrog added save/load ability to engine, my mistake.
AI gets only file name on save/load.
Hm... I can generate some SHA-1024 and use as cookie: start of AI section. lol.

@rlcevg
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rlcevg commented Apr 29, 2017

File name provided to AI is garbage and doesn't exist.
Apparantly save/load was written in lua, and ZK doesn't support engine's save/load.

@GoogleFrog
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Save/load is not written entirely in lua. The engine has save/load callins and handles the creation and reading of the files. It also handles things such as the startscript and current state of the terrain. As far as I am aware there is no other save/load in the engine.

@rlcevg
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rlcevg commented May 3, 2017

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