コード例 #1
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def update_holiday(holiday_data: str, _connection=None):
    holiday_service = services.holiday_service()
    if holiday_service is None:
        return
    proto = GameplaySaveData_pb2.Holiday()
    text_format.Merge(holiday_data, proto)
    holiday_service.modify_holiday(proto)
コード例 #2
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 def save_interactions(self):
     interaction_save_state = gameplay_serialization.SuperInteractionSaveState()
     sorted_sis = sorted(self._super_interactions, key=lambda si: 0 if self.sim.posture_state.is_source_interaction(si) else 1)
     for si in sorted_sis:
         if not si.saveable:
             continue
         with ProtocolBufferRollback(interaction_save_state.interactions) as si_save_data:
             si.fill_save_data(si_save_data)
     sim_queue = self.sim.queue
     transition_controller = sim_queue.transition_controller
     interaction = None if transition_controller is None else transition_controller.interaction
     if interaction is not None:
         is_transitioning = interaction.transition is not None and (interaction.transition.running and interaction.pipeline_progress < PipelineProgress.RUNNING)
         if is_transitioning:
             if interaction.saveable:
                 transitioning_interaction = interaction_save_state.transitioning_interaction
                 interaction.fill_save_data(transitioning_interaction.base_interaction_data)
                 current_sim_posture = self.sim.posture_state
                 if current_sim_posture is not None:
                     transitioning_interaction.posture_aspect_body = current_sim_posture.body.guid64
                     transitioning_interaction.posture_carry_left = current_sim_posture.left.guid64
                     transitioning_interaction.posture_carry_right = current_sim_posture.right.guid64
     for si in sim_queue.queued_super_interactions_gen():
         if not si.saveable:
             continue
         if si is interaction:
             continue
         with ProtocolBufferRollback(interaction_save_state.queued_interactions) as si_save_data:
             si.fill_save_data(si_save_data)
     return interaction_save_state
コード例 #3
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 def save(self,
          object_list=None,
          zone_data=None,
          open_street_data=None,
          store_travel_group_placed_objects=False,
          save_slot_data=None):
     self.update_zone_object_locators()
     proto_object_locators = GameplaySaveData_pb2.PersistableObjectLostAndFound(
     )
     for entry in self._object_locators:
         if entry.object_data is None:
             logger.error(
                 'Trying to save a locator with no object data. \n                zone_id: {}, open_street_id: {}, sim_id: {}, household_id: {}, \n                time_before_lost: {}, time_stamp: {}',
                 entry.zone_id, entry.open_street_id, entry.sim_id,
                 entry.household_id, entry.time_before_lost,
                 entry.time_stamp.absolute_ticks())
         else:
             with ProtocolBufferRollback(
                     proto_object_locators.locators) as locator:
                 locator.object = entry.object_data.SerializeToString()
                 locator.zone_id = entry.zone_id
                 locator.open_street_id = entry.open_street_id
                 locator.sim_id = entry.sim_id
                 locator.household_id = entry.household_id
                 locator.time_before_lost = entry.time_before_lost
                 locator.time_stamp = entry.time_stamp.absolute_ticks()
     for (zone_id, objects) in self._clones_to_delete_by_zone.items():
         for object_id in objects:
             with ProtocolBufferRollback(
                     proto_object_locators.clones_to_delete) as clone:
                 clone.zone_id = zone_id
                 clone.object_id = object_id
     save_slot_data.gameplay_data.object_lost_and_found = proto_object_locators
コード例 #4
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 def save(self, save_slot_data=None, **__):
     if self._season is None:
         return
     seasons_proto = GameplaySaveData_pb2.PersistableSeasonService()
     seasons_proto.current_season = self._season.value
     seasons_proto.season_start_time = self._season_content.start_time
     save_slot_data.gameplay_data.season_service = seasons_proto
コード例 #5
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 def save(self, save_slot_data=None, **kwargs):
     data = GameplaySaveData_pb2.PersistableStyleService()
     for (gender, outfit_data) in self._style_outfit_data.items():
         with ProtocolBufferRollback(data.outfit_infos) as outfit_info:
             outfit_info.outfit_info_data.mannequin_id = outfit_data.sim_id
             outfit_data.save_sim_info(outfit_info.outfit_info_data)
     save_slot_data.gameplay_data.style_service = data
コード例 #6
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 def on_zone_unload(self):
     if not game_services.service_manager.is_traveling:
         return
     self._whim_goal_proto = GameplaySaveData_pb2.WhimsetTrackerData()
     self.save_whims_info_to_proto(self._whim_goal_proto,
                                   copy_existing=False)
     self.clean_up()
コード例 #7
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def update_club(club_data: str, _connection=None):
    club_service = _get_club_service(_connection)
    if club_service is None:
        return
    proto = GameplaySaveData_pb2.Club()
    text_format.Merge(club_data, proto)
    club_service.update_club_from_data(proto)
コード例 #8
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 def save(self, save_slot_data=None, **__):
     global_policy_service_proto = GameplaySaveData_pb2.PersistableGlobalPolicyService(
     )
     for global_policy in self._global_policies.values():
         with ProtocolBufferRollback(
                 global_policy_service_proto.global_policies
         ) as global_policy_proto:
             global_policy_proto.progress_state = global_policy.progress_state
             global_policy_proto.progress_value = global_policy.progress_value
             if global_policy.decay_handler is not None:
                 global_policy_proto.decay_days = global_policy.decay_handler.when
             global_policy_proto.snippet = global_policy.guid64
     for (bill_reduction_reason,
          bill_reduction_amt) in self._bill_reductions.items():
         with ProtocolBufferRollback(
                 global_policy_service_proto.bill_reductions
         ) as global_policy_bill_reduction:
             global_policy_bill_reduction.bill_reduction_reason = bill_reduction_reason
             global_policy_bill_reduction.bill_reduction_amount = bill_reduction_amt
     for effect_global_policy_id in self._utility_effects.keys():
         with ProtocolBufferRollback(
                 global_policy_service_proto.utility_effects
         ) as global_policy_utility:
             global_policy_utility.global_policy_snippet_guid64 = effect_global_policy_id
     save_slot_data.gameplay_data.global_policy_service = global_policy_service_proto
コード例 #9
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 def save(self, save_slot_data=None, **__):
     narrative_proto = GameplaySaveData_pb2.PersistableNarrativeService()
     for narrative_instance in self._active_narratives.values():
         with ProtocolBufferRollback(narrative_proto.narratives) as msg:
             narrative_instance.save(msg)
     for narrative in self._completed_narratives:
         narrative_proto.completed_narratives.append(narrative.guid64)
     save_slot_data.gameplay_data.narrative_service = narrative_proto
コード例 #10
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 def save(self, save_slot_data=None, **kwargs):
     hidden_sim_service_proto = GameplaySaveData_pb2.PersistableHiddenSimService()
     for (sim_id, away_action) in self._hidden_sim_ids_dict.items():
         with ProtocolBufferRollback(hidden_sim_service_proto.hidden_sim_data) as entry:
             entry.sim_id = sim_id
             if away_action is not None:
                 entry.away_action = away_action.guid64
     save_slot_data.gameplay_data.hidden_sim_service = hidden_sim_service_proto
コード例 #11
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 def save(self, save_slot_data=None, **kwargs):
     self.timeout_real_sim_infos()
     adoption_service_proto = GameplaySaveData_pb2.PersistableAdoptionService()
     for (sim_id, creation_time) in self._creation_times.items():
         with ProtocolBufferRollback(adoption_service_proto.adoptable_sim_data) as msg:
             msg.adoptable_sim_id = sim_id
             msg.creation_time = creation_time.absolute_ticks()
     save_slot_data.gameplay_data.adoption_service = adoption_service_proto
コード例 #12
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 def save(self, open_street_data=None, **kwargs):
     if open_street_data is None:
         return
     open_street_data.ambient_service = gameplay_serialization.AmbientServiceData(
     )
     for source in self._sources:
         with ProtocolBufferRollback(
                 open_street_data.ambient_service.sources) as source_data:
             source.save(source_data)
コード例 #13
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 def cache_whim_goal_proto(self, whim_tracker_proto, skip_load=False):
     if skip_load:
         return
     if self._sim_info.is_npc:
         return
     if self._sim_info.whim_tracker is None:
         return
     self._whim_goal_proto = GameplaySaveData_pb2.WhimsetTrackerData()
     self._whim_goal_proto.CopyFrom(whim_tracker_proto)
コード例 #14
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def add_holiday(holiday_data: str,
                season: SeasonType,
                day: int,
                _connection=None):
    holiday_service = services.holiday_service()
    if holiday_service is None:
        return
    proto = GameplaySaveData_pb2.Holiday()
    text_format.Merge(holiday_data, proto)
    holiday_service.add_a_holiday(proto, season, day)
コード例 #15
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 def set_load_state_from_msg(self, effect_data):
     if effect_data is not None:
         effect_msg = GameplaySaveData_pb2.PersistableCivicPolicyStreetConditionalLayerEffectData(
         )
         effect_msg.ParseFromString(effect_data)
         if effect_msg.start_tick == self.CHANGE_PENDING_SENTINEL_VALUE:
             self._change_pending = True
             self._last_change_start_time = DateAndTime(0)
         else:
             self._last_change_start_time = DateAndTime(
                 effect_msg.start_tick)
コード例 #16
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def create_club(club_data: str, _connection=None):
    club_service = _get_club_service(_connection)
    if club_service is None:
        sims4.commands.automation_output('ClubCreate; Status:Failed',
                                         _connection)
        return
    proto = GameplaySaveData_pb2.Club()
    text_format.Merge(club_data, proto)
    club = club_service.create_club_from_new_data(proto)
    sims4.commands.automation_output(
        'ClubCreate; Status:Success, Id:{}'.format(club.club_id), _connection)
コード例 #17
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 def get_save_state_msg(self):
     if self._last_change_start_time is None:
         return
     effect_msg = GameplaySaveData_pb2.PersistableCivicPolicyStreetConditionalLayerEffectData(
     )
     if self._change_pending:
         effect_msg.start_tick = self.CHANGE_PENDING_SENTINEL_VALUE
     else:
         effect_msg.start_tick = self._last_change_start_time.absolute_ticks(
         )
     return effect_msg.SerializeToString()
コード例 #18
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 def save(self, save_slot_data=None, **kwargs):
     holiday_service_proto = GameplaySaveData_pb2.PersistableHolidayService(
     )
     for custom_holiday in self._holidays.values():
         with ProtocolBufferRollback(
                 holiday_service_proto.holidays) as holiday_data:
             custom_holiday.save_holiday(holiday_data)
     for calendar in self._holiday_times.values():
         with ProtocolBufferRollback(
                 holiday_service_proto.calendars) as calendar_msg:
             calendar.save(calendar_msg)
     save_slot_data.gameplay_data.holiday_service = holiday_service_proto
コード例 #19
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 def load(self, zone_data=None, **kwargs):
     if zone_data is not None and zone_data.HasField(
             'gameplay_zone_data'
     ) and zone_data.gameplay_zone_data.HasField('venue_data'):
         venue_data = zone_data.gameplay_zone_data.venue_data
         if venue_data.HasField('background_situation_id'):
             self._persisted_background_event_id = venue_data.background_situation_id
         if venue_data.HasField('special_event_id'):
             self._persisted_special_event_id = venue_data.special_event_id
         if venue_data.HasField('zone_director'):
             self._prior_zone_director_proto = gameplay_serialization.ZoneDirectorData(
             )
             self._prior_zone_director_proto.CopyFrom(
                 venue_data.zone_director)
     open_street_id = services.current_zone().open_street_id
     open_street_data = services.get_persistence_service(
     ).get_open_street_proto_buff(open_street_id)
     if open_street_data is not None and open_street_data.HasField(
             'open_street_director'):
         self._prior_open_street_director_proto = gameplay_serialization.OpenStreetDirectorData(
         )
         self._prior_open_street_director_proto.CopyFrom(
             open_street_data.open_street_director)
コード例 #20
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 def save(self, save_slot_data=None, **__):
     lot_decoration_service_proto = GameplaySaveData_pb2.PersistableLotDecorationService(
     )
     for neighborhood in self._neighborhood_deco_state.values():
         for lot in neighborhood.lots:
             lot.save_deco_states_to_proto(
                 lot_decoration_service_proto.lot_decorations)
     for (world_id, set_decorations) in self._world_decorations_set.items():
         with ProtocolBufferRollback(
                 lot_decoration_service_proto.world_decorations_set
         ) as world_setting:
             world_setting.world_id = world_id
             world_setting.set_decorations = set_decorations
     save_slot_data.gameplay_data.lot_decoration_service = lot_decoration_service_proto
コード例 #21
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 def save(self,
          object_list=None,
          zone_data=None,
          open_street_data=None,
          store_travel_group_placed_objects=False,
          save_slot_data=None):
     service_data = GameplaySaveData_pb2.PersistableStreetService()
     for (street, provider) in self._provider_instances.items():
         with ProtocolBufferRollback(
                 service_data.street_data) as street_data:
             street_data.street_id = street.guid64
             provider.save(street_data.civic_provider_data)
             provider.save_street_eco_footprint_data(
                 street_data.street_eco_footprint_data)
     save_slot_data.gameplay_data.street_service = service_data
コード例 #22
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 def save(self,
          object_list=None,
          zone_data=None,
          open_street_data=None,
          store_travel_group_placed_objects=False,
          save_slot_data=None):
     super().save(object_list, zone_data, open_street_data,
                  store_travel_group_placed_objects, save_slot_data)
     culling_service = GameplaySaveData_pb2.PersistableCullingService()
     for (sim_id, time_stamp) in self._interacting_sims.items():
         with ProtocolBufferRollback(
                 culling_service.interacting_sims) as interacting_sim:
             interacting_sim.sim_id = sim_id
             interacting_sim.time_stamp = time_stamp.absolute_ticks()
     save_slot_data.gameplay_data.culling_service = culling_service
コード例 #23
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 def save(self, open_street_data=None, **kwargs):
     if open_street_data is None:
         return
     open_street_data.conditional_layer_service = gameplay_serialization.ConditionalLayerServiceData(
     )
     for (conditional_layer, layer_info) in self._layer_infos.items():
         if not layer_info.objects_loaded and not conditional_layer.client_only:
             continue
         if conditional_layer.client_only and layer_info.last_request_type != ConditionalLayerRequestType.LOAD_LAYER:
             continue
         with ProtocolBufferRollback(
                 open_street_data.conditional_layer_service.layer_infos
         ) as layer_data:
             layer_data.conditional_layer = conditional_layer.guid64
             layer_data.object_ids.extend(list(layer_info.objects_loaded))
コード例 #24
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 def load(self, policy_data):
     effects_to_load = dict()
     for effect in self._civic_policy_effects:
         effects_to_load[type(effect).guid64] = effect
     if policy_data is not None:
         if policy_data.policy_id == self.guid64:
             if policy_data.custom_data:
                 policy_msg = GameplaySaveData_pb2.PersistableCivicPolicyStreetPolicyData(
                 )
                 policy_msg.ParseFromString(policy_data.custom_data)
                 self._enacted = policy_msg.enacted
                 for effect_data in policy_msg.effect_data:
                     effect = effects_to_load.get(effect_data.policy_id)
                     if effect is not None:
                         effect.set_load_state_from_msg(
                             effect_data.custom_data)
             else:
                 self._enacted = True
コード例 #25
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 def save(self, save_slot_data=None, **kwargs):
     rabbit_hole_service_proto = GameplaySaveData_pb2.PersistableRabbitHoleService(
     )
     for (sim_id, rabbit_holes) in self._rabbit_holes.items():
         for rabbit_hole in rabbit_holes:
             with ProtocolBufferRollback(
                     rabbit_hole_service_proto.rabbit_holes) as entry:
                 entry.sim_id = sim_id
                 entry.rabbit_hole_id = rabbit_hole.guid64
                 entry.rabbit_hole_instance_id = rabbit_hole.rabbit_hole_id
                 rabbit_hole.save(entry)
                 if rabbit_hole.linked_rabbit_holes:
                     (linked_sim_ids, linked_rabbit_hole_ids) = zip(
                         *rabbit_hole.linked_rabbit_holes)
                     entry.linked_sim_ids.extend(linked_sim_ids)
                     entry.linked_rabbit_hole_ids.extend(
                         linked_rabbit_hole_ids)
     save_slot_data.gameplay_data.rabbit_hole_service = rabbit_hole_service_proto
コード例 #26
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 def save(self, provider_data):
     effect_states = []
     for effect in self._civic_policy_effects:
         effect_custom_data = effect.get_save_state_msg()
         if effect_custom_data is not None:
             effect_states.append((type(effect).guid64, effect_custom_data))
     if not effect_states:
         super().save(provider_data)
         return
     policy_msg = GameplaySaveData_pb2.PersistableCivicPolicyStreetPolicyData(
     )
     policy_msg.enacted = self.enacted
     for (effect_id, effect_custom_data) in effect_states:
         with ProtocolBufferRollback(policy_msg.effect_data) as effect_data:
             effect_data.policy_id = effect_id
             effect_data.custom_data = effect_custom_data
     with ProtocolBufferRollback(provider_data.policy_data) as policy_data:
         policy_data.policy_id = self.guid64
         policy_data.custom_data = policy_msg.SerializeToString()
コード例 #27
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 def save(self, zone_data=None, open_street_data=None, **kwargs):
     active_venue = self.active_venue
     if zone_data is not None:
         if active_venue is not None:
             venue_data = zone_data.gameplay_zone_data.venue_data
             if active_venue.active_background_event_id is not None:
                 venue_data.background_situation_id = active_venue.active_background_event_id
             if active_venue.active_special_event_id is not None:
                 venue_data.special_event_id = active_venue.active_special_event_id
             if self._zone_director is not None:
                 zone_director_data = gameplay_serialization.ZoneDirectorData(
                 )
                 self._zone_director.save(zone_director_data,
                                          open_street_data)
                 venue_data.zone_director = zone_director_data
             else:
                 if self._prior_open_street_director_proto is not None:
                     open_street_data.open_street_director = self._prior_open_street_director_proto
                 if self._prior_zone_director_proto is not None:
                     venue_data.zone_director = self._prior_zone_director_proto
コード例 #28
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 def save_data(self, household_msg):
     household_msg.object_preference_tracker = GameplaySaveData_pb2.ObjectPreferenceTracker(
     )
     for (zone_preference_tuple, zone_preference_data
          ) in self._zone_object_preference_datas.items():
         with ProtocolBufferRollback(
                 household_msg.object_preference_tracker.
                 zone_preference_datas) as save_zone_data:
             save_zone_data.zone_id = zone_preference_tuple[0]
             save_zone_data.preference_tag = zone_preference_tuple[1]
             for (sim_id, object_tuple) in zone_preference_data.items():
                 with ProtocolBufferRollback(save_zone_data.sim_preferences
                                             ) as save_sim_preference:
                     (object_id, subroot_index) = object_tuple
                     save_sim_preference.sim_id = sim_id
                     save_sim_preference.object_id = object_id
                     if subroot_index is None:
                         save_sim_preference.subroot_index = -1
                     else:
                         save_sim_preference.subroot_index = subroot_index
コード例 #29
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 def save(self, save_slot_data=None, **__):
     organization_proto = GameplaySaveData_pb2.PersistableOrganizationService(
     )
     for (org_id, members_list) in self._organization_members.items():
         with ProtocolBufferRollback(
                 organization_proto.organizations) as organization_msg:
             organization_msg.organization_id = org_id
             for member_id in members_list:
                 with ProtocolBufferRollback(
                         organization_msg.organization_members
                 ) as organization_members_msg:
                     organization_members_msg.organization_member_id = member_id
     for (drama_node_id, alarm_handle
          ) in self._schedule_cancelled_venue_event_alarm.items():
         with ProtocolBufferRollback(
                 organization_proto.schedule_cancelled_event_data
         ) as schedule_cancelled_event_msg:
             schedule_cancelled_event_msg.schedule_venue_event_time = alarm_handle.get_remaining_time(
             ).in_ticks()
             schedule_cancelled_event_msg.org_event_id = drama_node_id
     save_slot_data.gameplay_data.organization_service = organization_proto
コード例 #30
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 def save(self, save_slot_data=None, **kwargs):
     if not self._has_started_up:
         return
     drama_schedule_proto = GameplaySaveData_pb2.PersistableDramaScheduleService()
     for drama_node_inst in self._scheduled_nodes.values():
         with ProtocolBufferRollback(drama_schedule_proto.drama_nodes) as drama_node_msg:
             drama_node_inst.save(drama_node_msg)
     for drama_node_inst in self._active_nodes.values():
         if drama_node_inst.persist_when_active:
             with ProtocolBufferRollback(drama_schedule_proto.running_nodes) as drama_node_msg:
                 drama_node_inst.save(drama_node_msg)
     for (drama_node, time) in self._cooldown_nodes.items():
         with ProtocolBufferRollback(drama_schedule_proto.cooldown_nodes) as cooldown_node:
             cooldown_node.node_type = drama_node.guid64
             cooldown_node.completed_time = time.absolute_ticks()
     for (group, time) in self._cooldown_groups.items():
         with ProtocolBufferRollback(drama_schedule_proto.cooldown_groups) as cooldown_group:
             cooldown_group.group = group
             cooldown_group.completed_time = time.absolute_ticks()
     drama_schedule_proto.drama_nodes_on_permanent_cooldown.extend(self._drama_nodes_on_permanent_cooldown)
     drama_schedule_proto.cooldown_groups_on_permanent_cooldown.extend(self._drama_node_groups_on_permanent_cooldown)
     drama_schedule_proto.startup_drama_node_buckets_used.extend(self._startup_buckets_used)
     save_slot_data.gameplay_data.drama_schedule_service = drama_schedule_proto