def onLoadGame(self, argsList): """ Load saved reminders. """ self.clearReminders() queues = SdToolKit.sdGetGlobal(SD_MOD_ID, SD_QUEUES_ID) if queues: self.setReminders(queues) else: # check for old save format (single queue) queue = SdToolKit.sdGetGlobal(SD_MOD_ID, SD_QUEUE_ID) if queue: BugUtil.info("Reminder - Converting single-queue format") self.setReminders(Reminders(queue)) SdToolKit.sdDelGlobal(SD_MOD_ID, SD_QUEUE_ID)
def read(self): data = SdToolKit.sdGetGlobal(self.MOD_SAVE_ID, self.CITY_SAVE_ID) self.clearCityLayers() if data is not None: self.cities = self.updateData(data) self.dirty = False else: self.reset()
def onLoadGame(self, argsList): """ Called when a game is loaded """ initOptions() data = SdToolKit.sdGetGlobal(SD_MOD_ID, SD_VAR_ID) if (data): global gSavedSigns gSavedSigns = data print "EventSigns Data Loaded:\n %s" % gSavedSigns else: print "EventSigns has no saved data. Initializing new data." initData() # Hey guess what? The map isn't fully loaded yet so we can't update the signs yet. Super. global g_bForceUpdate g_bForceUpdate = True
def onLoadGame(self, argsList): """ Called when a game is loaded """ #BugUtil.debug("FavoriteCivicDetectorEvent.onLoadGame()") initHelpers() if gDetectionNecessary: data = SdToolKit.sdGetGlobal(SD_MOD_ID, SD_VAR_ID) if (data): global gFavoriteByPlayer gFavoriteByPlayer = data #BugUtil.debug("Data Loaded:") #dump() else: #BugUtil.debug("No saved data. Initializing new data.") initData()
def onLoadGame(self, argsList): """ Called when a game is loaded """ BugUtil.debug("EventSignsEventHandler.onLoadGame()") initOptions() data = SdToolKit.sdGetGlobal(SD_MOD_ID, SD_VAR_ID) if (data): global gSavedSigns gSavedSigns = data BugUtil.debug("EventSigns Data Loaded:\n %s" % (gSavedSigns)) else: BugUtil.debug("EventSigns has no saved data. Initializing new data.") initData() # Hey guess what? The map isn't fully loaded yet so we can't update the signs yet. Super. global g_bForceUpdate g_bForceUpdate = True
def read(self): data = SdToolKit.sdGetGlobal("StrategyOverlay", "CityDataDict") self.clearCityLayers() if data: # // @SAVEBREAK DELETE bFormat = False for iPlayer, cities in data.iteritems(): for point, city in cities.iteritems(): if not hasattr(city, "bAlt"): bFormat = True break if bFormat: for iPlayer, cities in data.iteritems(): for point, city in cities.iteritems(): city.bAlt = False # // SAVEBREAK@ self.cities = data self.dirty = False else: self.reset()
def onLoadGame(self, argsList): self.clearReminders() queues = SdToolKit.sdGetGlobal("Reminders", "queues") if queues: self.setReminders(queues)