CitiesSkylinesMods / TMPE

Cities: Skylines Traffic Manager: President Edition
https://steamcommunity.com/sharedfiles/filedetails/?id=1637663252
MIT License
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support TMPE in asset editor #959

Open kianzarrin opened 4 years ago

kianzarrin commented 4 years ago

I want to support TMPE in asset editor. task break down:

kianzarrin commented 4 years ago

this issue depends on #956

originalfoo commented 4 years ago

Tagging #898, #672, #600, #472, #288

kianzarrin commented 4 years ago

I need to patch LoadPaths as part of this issue. that would conflict with smart intersection builder. I and strdate moved smart intersection builder migrated smart intersection builder to harmony as preparation for this: https://github.com/Strdate/SmartIntersections/pull/3

Strdate commented 4 years ago

Hi, what is your general approach for saving the data? What do you think about #288?

kianzarrin commented 4 years ago

Move IT dlls to test this new code. https://github.com/Quboid/CS-MoveIt/files/4805542/MoveIt.zip

kianzarrin commented 4 years ago

@Strdate TMPE is already compatible with MoveIT. I introduced IRecordabe class to undo/redo stuff but now it is being used as an alternative way of serialization. It basically takes a snapshot of some or all nodes/lanes/segments. I'll have a look at #288. EDIT: by the way NodeController is already supported in asset editor so I can test your load path fix with it.

Strdate commented 4 years ago

I don't know how the situation changed with Move It, but how do you want to save the state of standard workshop assets? The ids of lanes/segments is not recorded there. Maybe it is already resolved - I didn't follow the news for a while

kianzarrin commented 4 years ago

I use similar approach to #288 I store the IDs. But with harmony patch. I already have done that in node controller so I should only copy paste the code to TMPE. MoveIT requires transfer of rules from old segments to new segments so it is a way to smoother the learning curve

kianzarrin commented 4 years ago

this depends on #967

Monniasza commented 4 years ago

@kianzarrin When Asset Editor support will be released? It requires https://github.com/CitiesSkylinesMods/TMPE/issues/967 to be resolved.

kianzarrin commented 4 years ago

On the next release of TMPE Labs. 967 will be done separately

On Sat, Jul 18, 2020, 12:54 Monniasza notifications@github.com wrote:

@kianzarrin https://github.com/kianzarrin When Asses Editor support will be released? It requires #967 https://github.com/CitiesSkylinesMods/TMPE/issues/967 to be resolved.

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/CitiesSkylinesMods/TMPE/issues/959#issuecomment-660458729, or unsubscribe https://github.com/notifications/unsubscribe-auth/AGI7Z43NUG6WILYUOJZXCUDR4FWNPANCNFSM4OFRSL5Q .

Monniasza commented 4 years ago

https://github.com/CitiesSkylinesMods/TMPE/issues/967 can be done now, because https://github.com/CitiesSkylinesMods/TMPE/pull/972 is finished.

Monniasza commented 4 years ago

On the next release of TMPE Labs. 967 will be done separately On Sat, Jul 18, 2020, 12:54 Monniasza @.***> wrote: @kianzarrin https://github.com/kianzarrin When Asses Editor support will be released? It requires #967 <#967> to be resolved. — You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub <#959 (comment)>, or unsubscribe .

The https://github.com/CitiesSkylinesMods/TMPE/pull/990 has added TM:PE GUI to Asset Editor , so work can continue on cleaning up code.

kianzarrin commented 4 years ago

just the TTL and vehicle restrictions is remaining. VR has an open and working PR. TTL will not be done in the next release.

originalfoo commented 2 years ago

@kianzarrin Would it be worth creating new issue to track the remaining tasks, so we can close this #959 as part of the 11.6.0 milestone?

kianzarrin commented 2 years ago

It's an incomplete task. We missed the milestone. Not sure opening a new issue fixes anything

kianzarrin commented 2 years ago

Wait I take it back. This is not for the record

Monniasza commented 2 years ago

Vehicle restrictions are done. Mark them.

originalfoo commented 2 years ago

PR #1425 will allow TTL tools to be used normally in the map/scenario editor (which are essentially save games so no requirement for "records"). LMK if that will be a problem in relation to any future plans for TTL use in asset/intersection editors.

kianzarrin commented 2 years ago

@aubergine10 what about Intersection editor and MoveIT? I don't suppose TTL record is too important but its nice to have.

krzychu124 commented 2 years ago

Code is a mess, I'm not sure if worth time with current data model

kianzarrin commented 2 years ago

yep that is the reason I decided to wait until the TTL hous-keeping that would end all HouseKeeping() calls😉

originalfoo commented 2 years ago

Should I remove TTL from map/scenario editor until we get chance to overhaul TTL code/UI? (literally one line of code)

lmk via #1425 if possible

kianzarrin commented 2 years ago

map scenario editor is different because it is stored in save game. for intersection editor or MoveIt we need to write code for record to do it and I can't be bothered.

originalfoo commented 2 years ago

Yup, so to confirm: It's ok to leave it active in map/scenario editor, disabled in all other editors, and until TTL is rewritten at some point no integration with intersection editor or Move it.

krzychu124 commented 2 years ago

Yup, exactly that.