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Fixed a bug improperly restoring the state of WriteModeData (Dialogue
sketches) after loading it from disk. This created a risk of data loss upon subsequent edition of dialogue sketches.
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@@ -167,6 +167,9 @@ public class WriterModeData extends GameDataElement {
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this.id = (String) json.get("id");
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this.index = ((Number)json.get("index")).intValue();
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this.id_prefix = (String) json.get("id_prefix");
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if (threadsNextIndex.get(id_prefix) == null || threadsNextIndex.get(id_prefix) <= index) {
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threadsNextIndex.put(id_prefix, index+1);
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}
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this.text = (String) json.get("text");
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this.dialogue_id = (String) json.get("dialogue");
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if (json.get("begin") != null && ((Boolean)json.get("begin"))) begin = this;
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@@ -541,6 +544,7 @@ public class WriterModeData extends GameDataElement {
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nodesById.put(dialogue.getID(), dialogue);
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}
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}
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this.state = State.parsed;
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}
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@@ -557,6 +561,11 @@ public class WriterModeData extends GameDataElement {
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this.parse();
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}
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if (this.state == State.parsed) {
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for (String prefix : threadsNextIndex.keySet()) {
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while (getProject().getDialogue(prefix+threadsNextIndex.get(prefix)) != null) {
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threadsNextIndex.put(prefix, threadsNextIndex.get(prefix)+1);
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}
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}
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for (WriterDialogue dialogue : nodesById.values()) {
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if (dialogue.dialogue_id != null) {
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dialogue.dialogue = getProject().getDialogue(dialogue.dialogue_id);
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@@ -571,32 +580,34 @@ public class WriterModeData extends GameDataElement {
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}
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}
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//TODO Seriously, this is failure-prone by design. Can't do much better though...
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List<Dialogue.Reply> linked = new ArrayList<Dialogue.Reply>(dialogue.dialogue.replies.size());
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if (dialogue.dialogue != null && dialogue.dialogue.replies != null) {
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//Try to hook to existing replies... not as easy when there's no ID.
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Dialogue.Reply best = null;
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int score, maxScore = 0;
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for (Dialogue.Reply dReply : dialogue.dialogue.replies) {
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//Never link twice to the same...
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if (linked.contains(dReply)) continue;
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score = 0;
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//Arbitrary values... hopefully this gives good results.
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//Same target gives good hope of preserving at least the structure.
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if (dReply.next_phrase_id != null && dReply.next_phrase_id.equals(reply.next_dialogue_id)) score +=50;
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//Same text is almost as good as an ID, but there may be duplicates due to requirements system...
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if (dReply.text != null && dReply.text.equals(reply.text)) score +=40;
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//Same slot in the list. That's not so bad if all else fails, and could help sort duplicates with same text.
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if (dialogue.dialogue.replies.indexOf(dReply) == dialogue.replies.indexOf(reply)) score +=20;
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//Both have null text. It's not much, but it's something....
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if (dReply.text == null && reply.text == null) score += 10;
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if (score > maxScore) {
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maxScore = score;
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best = dReply;
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}
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}
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if (maxScore > 0) {
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reply.reply = best;
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linked.add(best);
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if (dialogue.dialogue != null) {
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List<Dialogue.Reply> linked = new ArrayList<Dialogue.Reply>(dialogue.dialogue.replies.size());
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if (dialogue.dialogue != null && dialogue.dialogue.replies != null) {
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//Try to hook to existing replies... not as easy when there's no ID.
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Dialogue.Reply best = null;
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int score, maxScore = 0;
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for (Dialogue.Reply dReply : dialogue.dialogue.replies) {
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//Never link twice to the same...
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if (linked.contains(dReply)) continue;
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score = 0;
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//Arbitrary values... hopefully this gives good results.
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//Same target gives good hope of preserving at least the structure.
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if (dReply.next_phrase_id != null && dReply.next_phrase_id.equals(reply.next_dialogue_id)) score +=50;
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//Same text is almost as good as an ID, but there may be duplicates due to requirements system...
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if (dReply.text != null && dReply.text.equals(reply.text)) score +=40;
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//Same slot in the list. That's not so bad if all else fails, and could help sort duplicates with same text.
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if (dialogue.dialogue.replies.indexOf(dReply) == dialogue.replies.indexOf(reply)) score +=20;
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//Both have null text. It's not much, but it's something....
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if (dReply.text == null && reply.text == null) score += 10;
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if (score > maxScore) {
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maxScore = score;
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best = dReply;
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}
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}
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if (maxScore > 0) {
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reply.reply = best;
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linked.add(best);
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}
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}
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}
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}
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