Chris's 2021 Modding Guide P4 For AI War 2: World-Attached Info

Опубликовано: 30 Октябрь 2024
на канале: Arcen Games
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00:00 Intro
00:15 These videos are long, but I'm translating 45,000 words -- a novel -- into video form for you, with added computer science lessons in there, too. This is still the cliff notes.
00:48 We have two world-attached BaseInfos in the game, so let's look at one of them.
01:18 How do we attach one of these via xml to our world in the first place?
01:52 How do these say they want to be used once attached, and should they always say yes?
02:26 Looking at the context of the xml for when world infos (base are deep) will be attached. Specifically relevant for mods.
03:16 When we want to limit base on faction presence, or similar. But please don't, in general.
05:00 Looking at LocalPlayerWorldBaseInfo and why it's so much better here than on a faction
08:20 Looking at the power of per-sim-step methods in world BaseInfo, for doing AMU-style notifications and AMU-style resource juggling, or many other things.
08:55 The next problem: "local player" is a problem concept in multiplayer, and you MUST account for this in your code of this sort in one of two ways. Pros and cons of each.
11:32 It's really important to understand how data flows from the host to the client automatically on the world and the faction, and the implications of that for data manipulation and bandwidth optimization.
15:30 Let's take a quick scan through all the types of data we have in BaseInfo and DeepInfo, and just have a few remarks on the multiplayer-related relevance of each.
18:18 Looking at how the three external projects all link to one another, as a last item.