627 lines
28 KiB
C#
627 lines
28 KiB
C#
using Assets.Code;
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using Riptide;
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using Riptide.Transports;
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using Steamworks;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace KCM.LoadSaveOverrides
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{
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[Serializable]
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public class MultiplayerSaveContainer : LoadSaveContainer
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{
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public Dictionary<string, Player.PlayerSaveData> players = new Dictionary<string, Player.PlayerSaveData>();
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public Dictionary<string, string> kingdomNames = new Dictionary<string, string>();
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public new MultiplayerSaveContainer Pack(object obj)
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{
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this.CameraSaveData = new Cam.CamSaveData().Pack(Cam.inst);
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this.TownNameSaveData = new TownNameUI.TownNameSaveData().Pack(TownNameUI.inst);
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Main.helper.Log($"Saving data for {Main.kCPlayers.Count} ({KCServer.server.ClientCount}) players.");
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//this.PlayerSaveData = new PlayerSaveDataOverride().Pack(Player.inst);
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foreach (var player in Main.kCPlayers.Values)
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{
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try
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{
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if (player == null)
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continue;
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if (string.IsNullOrWhiteSpace(player.steamId))
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{
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Main.helper.Log($"Skipping save for player with missing steamId (name={player.name ?? string.Empty})");
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continue;
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}
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if (player.inst == null)
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{
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Main.helper.Log($"Skipping save for player {player.name ?? string.Empty} ({player.steamId}) because Player.inst is null");
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continue;
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}
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Main.helper.Log($"Attempting to pack data for: {player.name} ({player.steamId})");
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string playerGoName = (player.inst.gameObject != null) ? player.inst.gameObject.name : string.Empty;
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Main.helper.Log($"Player object: {player.inst} {playerGoName}");
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this.players[player.steamId] = new Player.PlayerSaveData().Pack(player.inst);
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kingdomNames[player.steamId] = player.kingdomName ?? " ";
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Main.helper.Log($"{players[player.steamId] == null}");
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}
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catch (Exception ex)
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{
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string steamId = (player != null && player.steamId != null) ? player.steamId : string.Empty;
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string name = (player != null && player.name != null) ? player.name : string.Empty;
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Main.helper.Log($"Error packing player data for save (steamId={steamId}, name={name})");
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Main.helper.Log(ex.ToString());
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}
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}
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this.WorldSaveData = new World.WorldSaveData().Pack(World.inst);
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this.FishSystemSaveData = new FishSystem.FishSystemSaveData().Pack(FishSystem.inst);
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this.JobSystemSaveData = new JobSystem.JobSystemSaveData().Pack(JobSystem.inst);
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this.FreeResourceManagerSaveData = new FreeResourceManager.FreeResourceManagerSaveData().Pack(FreeResourceManager.inst);
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this.WeatherSaveData = new Weather.WeatherSaveData().Pack(Weather.inst);
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this.FireManagerSaveData = new FireManager.FireManagerSaveData().Pack(FireManager.inst);
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this.DragonSpawnSaveData = new DragonSpawn.DragonSpawnSaveData().Pack(DragonSpawn.inst);
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this.UnitSystemSaveData = new UnitSystem.UnitSystemSaveData().Pack(UnitSystem.inst);
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this.RaidSystemSaveData2 = new RaiderSystem.RaiderSystemSaveData2().Pack(RaiderSystem.inst);
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if (ShipSystem.inst != null)
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{
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try
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{
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this.ShipSystemSaveData = new ShipSystem.ShipSystemSaveData().Pack(ShipSystem.inst);
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}
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catch (Exception ex)
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{
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Main.helper.Log("Error packing ShipSystem for save; skipping ShipSystemSaveData.");
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Main.helper.Log(ex.ToString());
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this.ShipSystemSaveData = null;
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}
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}
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else
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{
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this.ShipSystemSaveData = null;
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}
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this.AIBrainsSaveData = new AIBrainsContainer.SaveData().Pack(AIBrainsContainer.inst);
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this.SiegeMonsterSaveData = new SiegeMonster.SiegeMonsterSaveData().Pack(null);
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this.CartSystemSaveData = new CartSystem.CartSystemSaveData().Pack(CartSystem.inst);
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this.SiegeCatapultSystemSaveData = new SiegeCatapultSystem.SiegeCatapultSystemSaveData().Pack(SiegeCatapultSystem.inst);
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this.OrdersManagerSaveData = new OrdersManager.OrdersManagerSaveData().Pack(OrdersManager.inst);
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this.CustomSaveData = LoadSave.CustomSaveData_DontAccessDirectly;
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return this;
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}
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public override object Unpack(object obj)
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{
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//original Player reset was up here
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foreach (var kvp in players)
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{
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KCPlayer player;
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if (!Main.kCPlayers.TryGetValue(kvp.Key, out player))
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{
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player = new KCPlayer("", 50, kvp.Key);
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player.kingdomName = kingdomNames[kvp.Key];
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Main.kCPlayers.Add(kvp.Key, player);
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}
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}
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foreach (var player in Main.kCPlayers.Values)
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player.inst.Reset();
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AIBrainsContainer.inst.ClearAIs();
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this.CameraSaveData.Unpack(Cam.inst);
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this.WorldSaveData.Unpack(World.inst);
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bool flag = this.FishSystemSaveData != null;
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if (flag)
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{
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this.FishSystemSaveData.Unpack(FishSystem.inst);
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}
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this.TownNameSaveData.Unpack(TownNameUI.inst);
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//TownNameUI.inst.townName = kingdomNames[Main.PlayerSteamID];
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TownNameUI.inst.SetTownName(kingdomNames[Main.PlayerSteamID]);
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Main.helper.Log("Unpacking player data");
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Player.PlayerSaveData clientPlayerData = null;
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foreach (var kvp in players)
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{
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if (kvp.Key == SteamUser.GetSteamID().ToString())
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{
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Main.helper.Log("Found current client player data. ID: " + SteamUser.GetSteamID().ToString());
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clientPlayerData = kvp.Value;
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}
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else
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{ // Maybe ??
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Main.helper.Log("Loading player data: " + kvp.Key);
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KCPlayer player;
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if (!Main.kCPlayers.TryGetValue(kvp.Key, out player))
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{
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player = new KCPlayer("", 50, kvp.Key);
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Main.kCPlayers.Add(kvp.Key, player);
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}
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Player oldPlayer = Player.inst;
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Player.inst = player.inst;
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Main.helper.Log($"Number of landmasses: {World.inst.NumLandMasses}");
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//Reset was here before unpack
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kvp.Value.Unpack(player.inst);
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Player.inst = oldPlayer;
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player.banner = player.inst.PlayerLandmassOwner.bannerIdx;
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player.kingdomName = TownNameUI.inst.townName;
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}
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}
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clientPlayerData.Unpack(Player.inst); // Unpack the current client player last so that loading of villagers works correctly.
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Main.helper.Log("unpacked player data");
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Main.helper.Log("Setting banner and name");
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var client = Main.kCPlayers[SteamUser.GetSteamID().ToString()];
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client.banner = Player.inst.PlayerLandmassOwner.bannerIdx;
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client.kingdomName = TownNameUI.inst.townName;
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Main.helper.Log("Finished unpacking player data");
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// Fix AI brains save/load system to restore villager AI state
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bool flag2 = this.AIBrainsSaveData != null;
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if (flag2)
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{
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try
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{
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Main.helper.Log("Unpacking AI brains before player data");
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// Use reflection to call UnpackPrePlayer if it exists
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var aiSaveDataType = this.AIBrainsSaveData.GetType();
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var unpackPrePlayerMethod = aiSaveDataType.GetMethod("UnpackPrePlayer", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
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if (unpackPrePlayerMethod != null)
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{
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unpackPrePlayerMethod.Invoke(this.AIBrainsSaveData, new object[] { AIBrainsContainer.inst });
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}
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else
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{
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Main.helper.Log("UnpackPrePlayer method not found, skipping AI brains pre-unpack");
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}
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}
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catch (Exception e)
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{
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Main.helper.Log("Error unpacking AI brains pre-player: " + e.Message);
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}
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}
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Main.helper.Log("Unpacking free resource manager");
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this.FreeResourceManagerSaveData.Unpack(FreeResourceManager.inst);
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Main.helper.Log("Unpacking job system");
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this.JobSystemSaveData.Unpack(JobSystem.inst);
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Main.helper.Log("Unpacking weather");
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this.WeatherSaveData.Unpack(Weather.inst);
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Main.helper.Log("Unpacking fire manager");
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this.FireManagerSaveData.Unpack(FireManager.inst);
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Main.helper.Log("Unpacking dragon spawn");
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this.DragonSpawnSaveData.Unpack(DragonSpawn.inst);
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Main.helper.Log("Unpacking unit system");
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bool flag3 = this.UnitSystemSaveData != null;
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if (flag3)
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{
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this.UnitSystemSaveData.Unpack(UnitSystem.inst);
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}
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Main.helper.Log("Unpacking siege monster");
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bool flag4 = this.SiegeMonsterSaveData != null;
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if (flag4)
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{
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this.SiegeMonsterSaveData.Unpack(null);
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}
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Main.helper.Log("Unpacking siege catapult system");
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bool flag5 = this.SiegeCatapultSystemSaveData != null;
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if (flag5)
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{
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this.SiegeCatapultSystemSaveData.Unpack(SiegeCatapultSystem.inst);
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}
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Main.helper.Log("Unpacking ship system");
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bool flag6 = this.ShipSystemSaveData != null;
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if (flag6)
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{
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this.ShipSystemSaveData.Unpack(ShipSystem.inst);
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}
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Main.helper.Log("Unpacking cart system");
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bool flag7 = this.CartSystemSaveData != null;
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if (flag7)
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{
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this.CartSystemSaveData.Unpack(CartSystem.inst);
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}
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Main.helper.Log("Unpacking raid system");
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bool flag8 = this.RaidSystemSaveData2 != null;
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if (flag8)
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{
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this.RaidSystemSaveData2.Unpack(RaiderSystem.inst);
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}
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Main.helper.Log("Unpacking orders manager");
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bool flag9 = this.OrdersManagerSaveData != null;
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if (flag9)
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{
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this.OrdersManagerSaveData.Unpack(OrdersManager.inst);
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}
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Main.helper.Log("Unpacking AI brains");
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bool flag10 = this.AIBrainsSaveData != null;
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if (flag10)
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{
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try
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{
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this.AIBrainsSaveData.Unpack(AIBrainsContainer.inst);
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Main.helper.Log("AI brains unpacked successfully");
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}
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catch (Exception e)
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{
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Main.helper.Log("Error unpacking AI brains: " + e.Message);
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Main.helper.Log("Attempting to reinitialize AI systems");
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try
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{
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AIBrainsContainer.inst.ClearAIs();
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// Force villager system refresh instead of direct brain access
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if (VillagerSystem.inst != null)
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{
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var villagerSystemType = typeof(VillagerSystem);
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var refreshMethods = villagerSystemType.GetMethods(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
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.Where(m => m.Name.Contains("Refresh") || m.Name.Contains("Update") || m.Name.Contains("Restart"));
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foreach (var method in refreshMethods)
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{
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if (method.GetParameters().Length == 0)
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{
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try
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{
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method.Invoke(VillagerSystem.inst, null);
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Main.helper.Log($"Called VillagerSystem.{method.Name} for AI reinit");
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}
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catch { }
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}
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}
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}
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Main.helper.Log("AI systems reinitialized");
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}
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catch (Exception ex)
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{
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Main.helper.Log("Failed to reinitialize AI systems: " + ex.Message);
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}
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}
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}
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else
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{
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Main.helper.Log("No AI brains save data found, initializing fresh AI");
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try
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{
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// Force villager system refresh for fresh initialization
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if (VillagerSystem.inst != null)
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{
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var villagerSystemType = typeof(VillagerSystem);
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var refreshMethods = villagerSystemType.GetMethods(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
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.Where(m => m.Name.Contains("Refresh") || m.Name.Contains("Update") || m.Name.Contains("Restart"));
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foreach (var method in refreshMethods)
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{
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if (method.GetParameters().Length == 0)
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{
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try
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{
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method.Invoke(VillagerSystem.inst, null);
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Main.helper.Log($"Called VillagerSystem.{method.Name} for fresh AI");
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}
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catch { }
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}
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}
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}
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Main.helper.Log("Fresh AI initialization completed");
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}
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catch (Exception e)
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{
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Main.helper.Log("Failed fresh AI initialization: " + e.Message);
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}
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}
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Main.helper.Log("Unpacking custom save data");
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bool flag11 = this.CustomSaveData != null;
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if (flag11)
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{
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LoadSave.CustomSaveData_DontAccessDirectly = this.CustomSaveData;
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}
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Main.helper.Log("Unpacking done");
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try
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{
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Main.helper.Log("Post-load: rebuilding path costs + villager grid");
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try { World.inst.SetupInitialPathCosts(); } catch (Exception e) { Main.helper.Log(e.ToString()); }
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try { World.inst.RebuildVillagerGrid(); } catch (Exception e) { Main.helper.Log(e.ToString()); }
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try { Player.inst.irrigation.UpdateIrrigation(); } catch (Exception e) { Main.helper.Log(e.ToString()); }
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try { Player.inst.CalcMaxResources(null, -1); } catch (Exception e) { Main.helper.Log(e.ToString()); }
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}
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catch (Exception e)
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{
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Main.helper.Log("Post-load rebuild failed");
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Main.helper.Log(e.ToString());
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}
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World.inst.UpscaleFeatures();
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Player.inst.RefreshVisibility(true);
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for (int i = 0; i < Player.inst.Buildings.Count; i++)
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{
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Player.inst.Buildings.data[i].UpdateMaterialSelection();
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}
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// Increase loadTickDelay values to ensure proper initialization
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Type playerType = typeof(Player);
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FieldInfo loadTickDelayField = playerType.GetField("loadTickDelay", BindingFlags.Instance | BindingFlags.NonPublic);
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if (loadTickDelayField != null)
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{
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loadTickDelayField.SetValue(Player.inst, 3);
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}
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// UnitSystem.inst.loadTickDelay = 3;
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Type unitSystemType = typeof(UnitSystem);
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loadTickDelayField = unitSystemType.GetField("loadTickDelay", BindingFlags.Instance | BindingFlags.NonPublic);
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if (loadTickDelayField != null)
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{
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loadTickDelayField.SetValue(UnitSystem.inst, 3);
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}
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// JobSystem.inst.loadTickDelay = 3;
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Type jobSystemType = typeof(JobSystem);
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loadTickDelayField = jobSystemType.GetField("loadTickDelay", BindingFlags.Instance | BindingFlags.NonPublic);
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if (loadTickDelayField != null)
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{
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loadTickDelayField.SetValue(JobSystem.inst, 3);
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}
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// VillagerSystem.inst.loadTickDelay = 3;
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Type villagerSystemType = typeof(VillagerSystem);
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loadTickDelayField = villagerSystemType.GetField("loadTickDelay", BindingFlags.Instance | BindingFlags.NonPublic);
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if (loadTickDelayField != null)
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{
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loadTickDelayField.SetValue(VillagerSystem.inst, 3);
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}
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// Force AI system restart after load
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try
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{
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Main.helper.Log("Forcing AI system restart after load");
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// Force villager system refresh instead of direct brain access
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if (VillagerSystem.inst != null)
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{
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var villagerSystemType = typeof(VillagerSystem);
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var refreshMethods = villagerSystemType.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
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.Where(m => m.Name.Contains("Refresh") || m.Name.Contains("Rebuild") || m.Name.Contains("Update") || m.Name.Contains("Restart"));
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foreach (var method in refreshMethods)
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{
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if (method.GetParameters().Length == 0)
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{
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try
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{
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method.Invoke(VillagerSystem.inst, null);
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Main.helper.Log($"Called VillagerSystem.{method.Name}()");
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}
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catch { }
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}
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}
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}
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// Force job system refresh
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if (JobSystem.inst != null)
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{
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try
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{
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var jobSystemRefreshType = typeof(JobSystem);
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var refreshMethods = jobSystemRefreshType.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance)
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.Where(m => m.Name.Contains("Refresh") || m.Name.Contains("Rebuild") || m.Name.Contains("Update"));
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foreach (var method in refreshMethods)
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{
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if (method.GetParameters().Length == 0)
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{
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try
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{
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method.Invoke(JobSystem.inst, null);
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Main.helper.Log($"Called JobSystem.{method.Name}()");
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}
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catch { }
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}
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}
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}
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catch (Exception e)
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{
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Main.helper.Log($"Error refreshing job system: {e.Message}");
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}
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}
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Main.helper.Log("AI system restart completed");
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}
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catch (Exception e)
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{
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Main.helper.Log($"Error during AI system restart: {e.Message}");
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}
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Main.helper.Log($"Setting kingdom name to: {kingdomNames[Main.PlayerSteamID]}");
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TownNameUI.inst.SetTownName(kingdomNames[Main.PlayerSteamID]);
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// Perform villager state resync after loading completes
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try
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{
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Main.helper.Log("Starting villager state resync after load");
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// Wait a frame for all systems to initialize
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System.Threading.Tasks.Task.Delay(100).ContinueWith(_ =>
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{
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try
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{
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Main.helper.Log("Performing delayed villager resync");
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// Resync all villager positions and states
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for (int i = 0; i < Villager.villagers.Count; i++)
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{
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Villager v = Villager.villagers.data[i];
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if (v != null)
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{
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try
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{
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// Force position update
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Vector3 currentPos = v.Pos;
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v.TeleportTo(currentPos);
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// Use reflection to check and fix villager state
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var villagerType = typeof(Villager);
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var workerJobField = villagerType.GetField("workerJob", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
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var workerJob = workerJobField?.GetValue(v);
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// Ensure villager is in correct system lists
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if (workerJob != null && Player.inst != null)
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{
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|
if (!Player.inst.Workers.Contains(v))
|
|
{
|
|
Player.inst.Workers.Add(v);
|
|
}
|
|
}
|
|
else if (workerJob == null && Player.inst != null)
|
|
{
|
|
if (!Player.inst.Homeless.Contains(v))
|
|
{
|
|
Player.inst.Homeless.Add(v);
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Main.helper.Log($"Error resyncing villager {i}: {e.Message}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Force job system to re-evaluate all jobs
|
|
if (JobSystem.inst != null)
|
|
{
|
|
try
|
|
{
|
|
var jobSystemUpdateType = typeof(JobSystem);
|
|
var updateMethods = jobSystemUpdateType.GetMethods(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
|
|
.Where(m => m.Name.Contains("Update") || m.Name.Contains("Refresh"));
|
|
|
|
foreach (var method in updateMethods)
|
|
{
|
|
try
|
|
{
|
|
method.Invoke(JobSystem.inst, null);
|
|
Main.helper.Log($"Called JobSystem.{method.Name} for resync");
|
|
}
|
|
catch { }
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Main.helper.Log($"Error updating job system: {e.Message}");
|
|
}
|
|
}
|
|
|
|
Main.helper.Log("Villager state resync completed");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Main.helper.Log($"Error in delayed villager resync: {e.Message}");
|
|
}
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Main.helper.Log($"Error starting villager resync: {e.Message}");
|
|
}
|
|
|
|
// Ensure villager is in correct system lists
|
|
if (v.workerJob != null && Player.inst != null)
|
|
{
|
|
if (!Player.inst.Workers.Contains(v))
|
|
{
|
|
Player.inst.Workers.Add(v);
|
|
}
|
|
}
|
|
else if (v.workerJob == null && Player.inst != null)
|
|
{
|
|
if (!Player.inst.Homeless.Contains(v))
|
|
{
|
|
Player.inst.Homeless.Add(v);
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Main.helper.Log($"Error resyncing villager {i}: {e.Message}");
|
|
}
|
|
}
|
|
}
|
|
|
|
// Force job system to re-evaluate all jobs
|
|
if (JobSystem.inst != null)
|
|
{
|
|
try
|
|
{
|
|
var jobSystemType = typeof(JobSystem);
|
|
var updateMethods = jobSystemType.GetMethods(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
|
|
.Where(m => (m.Name.Contains("Update") || m.Name.Contains("Refresh")) && m.GetParameters().Length == 0);
|
|
|
|
foreach (var method in updateMethods)
|
|
{
|
|
try
|
|
{
|
|
method.Invoke(JobSystem.inst, null);
|
|
Main.helper.Log($"Called JobSystem.{method.Name} for resync");
|
|
}
|
|
catch { }
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Main.helper.Log($"Error updating job system: {e.Message}");
|
|
}
|
|
}
|
|
|
|
Main.helper.Log("Villager state resync completed");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Main.helper.Log($"Error in delayed villager resync: {e.Message}");
|
|
}
|
|
});
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Main.helper.Log($"Error starting villager resync: {e.Message}");
|
|
}
|
|
|
|
return obj;
|
|
}
|
|
}
|
|
}
|