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Courseplay.lua
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--- Global class
Courseplay = CpObject()
Courseplay.MOD_NAME = g_currentModName
Courseplay.BASE_DIRECTORY = g_currentModDirectory
Courseplay.baseXmlKey = "Courseplay"
Courseplay.xmlKey = Courseplay.baseXmlKey.."."
function Courseplay:init()
g_gui:loadProfiles( Utils.getFilename("config/gui/GUIProfiles.xml", Courseplay.BASE_DIRECTORY) )
--- Base cp folder
self.baseDir = getUserProfileAppPath() .. "modSettings/" .. Courseplay.MOD_NAME .. "/"
createFolder(self.baseDir)
--- Base cp folder
self.cpFilePath = self.baseDir.."courseplay.xml"
end
function Courseplay:registerXmlSchema()
self.xmlSchema = XMLSchema.new("Courseplay")
self.xmlSchema:register(XMLValueType.STRING, self.baseXmlKey.."#lastVersion")
self.globalSettings:registerXmlSchema(self.xmlSchema, self.xmlKey)
CpBaseHud.registerXmlSchema(self.xmlSchema, self.xmlKey)
CpHudInfoTexts.registerXmlSchema(self.xmlSchema, self.xmlKey)
end
--- Loads data not tied to a savegame.
function Courseplay:loadUserSettings()
local xmlFile = XMLFile.loadIfExists("cpXmlFile", self.cpFilePath, self.xmlSchema)
if xmlFile then
self:showUserInformation(xmlFile, self.baseXmlKey)
self.globalSettings:loadFromXMLFile(xmlFile, self.xmlKey)
CpBaseHud.loadFromXmlFile(xmlFile, self.xmlKey)
CpHudInfoTexts.loadFromXmlFile(xmlFile, self.xmlKey)
xmlFile:save()
xmlFile:delete()
else
self:showUserInformation()
end
end
--- Saves data not tied to a savegame.
function Courseplay:saveUserSettings()
local xmlFile = XMLFile.create("cpXmlFile", self.cpFilePath, self.baseXmlKey, self.xmlSchema)
if xmlFile then
self.globalSettings:saveUserSettingsToXmlFile(xmlFile, self.xmlKey)
CpBaseHud.saveToXmlFile(xmlFile, self.xmlKey)
CpHudInfoTexts.saveToXmlFile(xmlFile, self.xmlKey)
if self.currentVersion then
xmlFile:setValue(self.baseXmlKey.."#lastVersion", self.currentVersion)
end
xmlFile:save()
xmlFile:delete()
end
end
------------------------------------------------------------------------------------------------------------------------
-- User info with github reference and update notification.
------------------------------------------------------------------------------------------------------------------------
function Courseplay:showUserInformation(xmlFile, key)
local showInfoDialog = true
self.currentVersion = g_modManager:getModByName(self.MOD_NAME).version
if xmlFile then
local lastLoadedVersion = xmlFile:getValue(key.."#lastVersion")
if lastLoadedVersion then
if self.currentVersion == lastLoadedVersion then
showInfoDialog = false
end
CpUtil.info("Current mod name: %s, Current version: %s, last version: %s", self.MOD_NAME, self.currentVersion, lastLoadedVersion)
else
CpUtil.info("Current mod name: %s, Current version: %s, last version: ----", self.MOD_NAME, self.currentVersion)
end
else
CpUtil.info("Current mod name: %s, first version: %s (no courseplay config file found)", self.MOD_NAME, self.currentVersion)
end
if showInfoDialog then
g_gui:showInfoDialog({
text = string.format(g_i18n:getText("CP_infoText"), self.currentVersion)
})
if xmlFile then
xmlFile:setValue(key.."#lastVersion", self.currentVersion)
end
end
end
------------------------------------------------------------------------------------------------------------------------
-- Global Giants functions listener
------------------------------------------------------------------------------------------------------------------------
--- This function is called on loading a savegame.
---@param filename string
function Courseplay:loadMap(filename)
self.globalSettings = CpGlobalSettings()
self:registerXmlSchema()
self:loadUserSettings()
self:load()
self:setupGui()
if g_currentMission.missionInfo.savegameDirectory ~= nil then
local saveGamePath = g_currentMission.missionInfo.savegameDirectory .."/"
local filePath = saveGamePath .. "Courseplay.xml"
self.xmlFile = XMLFile.load("cpXml", filePath , self.xmlSchema)
if self.xmlFile == nil then return end
self.globalSettings:loadFromXMLFile(self.xmlFile, g_Courseplay.xmlKey)
self.xmlFile:delete()
g_assignedCoursesManager:loadAssignedCourses(saveGamePath)
end
--- Ugly hack to get access to the global AutoDrive table, as this global is dependent on the auto drive folder name.
self.autoDrive = FS22_AutoDrive and FS22_AutoDrive.AutoDrive
CpUtil.info("Auto drive found: %s", tostring(self.autoDrive~=nil))
g_courseEditor:load()
end
function Courseplay:deleteMap()
g_courseEditor:delete()
BufferedCourseDisplay.deleteBuffer()
g_signPrototypes:delete()
g_devHelper:delete()
end
function Courseplay:setupGui()
local vehicleSettingsFrame = CpVehicleSettingsFrame.new()
local globalSettingsFrame = CpGlobalSettingsFrame.new()
local courseManagerFrame = CpCourseManagerFrame.new(self.courseStorage)
g_gui:loadGui(Utils.getFilename("config/gui/VehicleSettingsFrame.xml", Courseplay.BASE_DIRECTORY),
"CpVehicleSettingsFrame", vehicleSettingsFrame, true)
g_gui:loadGui(Utils.getFilename("config/gui/GlobalSettingsFrame.xml", Courseplay.BASE_DIRECTORY),
"CpGlobalSettingsFrame", globalSettingsFrame, true)
g_gui:loadGui(Utils.getFilename("config/gui/CourseManagerFrame.xml", Courseplay.BASE_DIRECTORY),
"CpCourseManagerFrame", courseManagerFrame, true)
local function predicateFunc()
-- Only allow the vehicle bound pages, when a vehicle with cp functionality is chosen/entered.
local vehicle = CpInGameMenuAIFrameExtended.getVehicle()
return vehicle ~= nil and vehicle.spec_cpAIWorker ~= nil
end
--- As precision farming decided to be moved in between the normal map and the ai map,
--- we move it down one position.
local pos = g_modIsLoaded["FS22_precisionFarming"] and 4 or 3
CpGuiUtil.fixInGameMenuPage(vehicleSettingsFrame, "pageCpVehicleSettings",
{896, 0, 128, 128}, pos + 1, predicateFunc)
CpGuiUtil.fixInGameMenuPage(globalSettingsFrame, "pageCpGlobalSettings",
{768, 0, 128, 128}, pos + 1, function () return true end)
CpGuiUtil.fixInGameMenuPage(courseManagerFrame, "pageCpCourseManager",
{256, 0, 128, 128}, pos + 1, predicateFunc)
self.infoTextsHud = CpHudInfoTexts()
g_currentMission.hud.ingameMap.drawFields = Utils.appendedFunction(g_currentMission.hud.ingameMap.drawFields, Courseplay.drawHudMap)
end
--- Enables drawing onto the hud map.
function Courseplay.drawHudMap(map)
if g_Courseplay.globalSettings.drawOntoTheHudMap:getValue() then
local vehicle = g_currentMission.controlledVehicle
if vehicle and vehicle:getIsEntered() and not g_gui:getIsGuiVisible() and vehicle.spec_cpAIWorker and not vehicle.spec_locomotive then
SpecializationUtil.raiseEvent(vehicle, "onCpDrawHudMap", map)
end
end
end
--- Adds cp help info to the in game help menu.
function Courseplay:loadMapDataHelpLineManager(superFunc, ...)
local ret = superFunc(self, ...)
if ret then
self:loadFromXML(Utils.getFilename("config/HelpMenu.xml", Courseplay.BASE_DIRECTORY))
return true
end
return false
end
HelpLineManager.loadMapData = Utils.overwrittenFunction( HelpLineManager.loadMapData, Courseplay.loadMapDataHelpLineManager)
--- Saves all global data, for example global settings.
function Courseplay.saveToXMLFile(missionInfo)
if missionInfo.isValid then
local saveGamePath = missionInfo.savegameDirectory .."/"
local xmlFile = XMLFile.create("cpXml", saveGamePath.. "Courseplay.xml",
"Courseplay", g_Courseplay.xmlSchema)
if xmlFile then
g_Courseplay.globalSettings:saveToXMLFile(xmlFile, g_Courseplay.xmlKey)
xmlFile:save()
xmlFile:delete()
end
g_Courseplay:saveUserSettings()
g_assignedCoursesManager:saveAssignedCourses(saveGamePath)
end
end
FSCareerMissionInfo.saveToXMLFile = Utils.prependedFunction(FSCareerMissionInfo.saveToXMLFile, Courseplay.saveToXMLFile)
function Courseplay:update(dt)
g_devHelper:update()
g_bunkerSiloManager:update(dt)
g_triggerManager:update(dt)
g_baleToCollectManager:update(dt)
if not self.postInit then
-- Doubles the map zoom for 4x Maps. Mainly to make it easier to set targets for unload triggers.
self.postInit = true
local function setIngameMapFix(mapElement)
local factor = 2*mapElement.terrainSize/2048
mapElement.zoomMax = mapElement.zoomMax * factor
end
setIngameMapFix(g_currentMission.inGameMenu.pageAI.ingameMap)
setIngameMapFix(g_currentMission.inGameMenu.pageMapOverview.ingameMap)
end
end
function Courseplay:draw()
if not g_gui:getIsGuiVisible() then
g_vineScanner:draw()
g_bunkerSiloManager:draw()
g_triggerManager:draw()
g_baleToCollectManager:draw()
end
g_devHelper:draw()
CpDebug:draw()
if not g_gui:getIsGuiVisible() and not g_noHudModeEnabled then
self.infoTextsHud:draw()
end
end
---@param posX number
---@param posY number
---@param isDown boolean
---@param isUp boolean
---@param button number
function Courseplay:mouseEvent(posX, posY, isDown, isUp, button)
if not g_gui:getIsGuiVisible() then
local vehicle = g_currentMission.controlledVehicle
local hud = vehicle and vehicle.getCpHud and vehicle:getCpHud()
if hud then
hud:mouseEvent(posX, posY, isDown, isUp, button)
end
self.infoTextsHud:mouseEvent(posX, posY, isDown, isUp, button)
end
end
---@param unicode number
---@param sym number
---@param modifier number
---@param isDown boolean
function Courseplay:keyEvent(unicode, sym, modifier, isDown)
g_devHelper:keyEvent(unicode, sym, modifier, isDown)
end
function Courseplay:load()
--- Sub folder for debug information
self.debugDir = self.baseDir .. "Debug/"
createFolder(self.debugDir)
--- Sub folder for debug prints
self.debugPrintDir = self.debugDir .. "DebugPrints/"
createFolder(self.debugPrintDir)
--- Default path to save prints without an explicit name.
self.defaultDebugPrintPath = self.debugDir .. "DebugPrint.xml"
self.courseDir = self.baseDir .. "Courses"
createFolder(self.courseDir)
self.courseStorage = FileSystem(self.courseDir, g_currentMission.missionInfo.mapId)
self.courseStorage:fixCourseStorageRoot()
self.customFieldDir = self.baseDir .. "CustomFields"
createFolder(self.customFieldDir)
g_customFieldManager = CustomFieldManager(FileSystem(self.customFieldDir, g_currentMission.missionInfo.mapId))
g_vehicleConfigurations:loadFromXml()
g_assignedCoursesManager:registerXmlSchema()
--- Register additional AI messages.
CpAIMessages.register()
g_vineScanner:setup()
end
------------------------------------------------------------------------------------------------------------------------
-- Player action events
------------------------------------------------------------------------------------------------------------------------
--- Adds player mouse action event, for global info texts.
function Courseplay.addPlayerActionEvents(mission)
if mission.player then
CpUtil.debugFormat(CpDebug.DBG_HUD, "Added player input events")
mission.player.inputInformation.registrationList[InputAction.CP_TOGGLE_MOUSE] = {
text = "",
triggerAlways = false,
triggerDown = false,
eventId = "",
textVisibility = false,
triggerUp = true,
callback = Courseplay.onOpenCloseMouseEvent,
activeType = Player.INPUT_ACTIVE_TYPE.STARTS_ENABLED
}
mission.player.updateActionEvents = Utils.appendedFunction(mission.player.updateActionEvents, Courseplay.updatePlayerActionEvents)
mission.player.removeActionEvents = Utils.prependedFunction(mission.player.removeActionEvents, Courseplay.removePlayerActionEvents)
end
end
FSBaseMission.onStartMission = Utils.appendedFunction(FSBaseMission.onStartMission , Courseplay.addPlayerActionEvents)
--- Open/close mouse in player state.
function Courseplay.onOpenCloseMouseEvent(player, forceReset)
if g_Courseplay.infoTextsHud:isVisible() and not player:hasHandtoolEquipped() then
if forceReset or g_Courseplay.globalSettings.infoTextHudPlayerMouseActive:getValue() then
local showMouseCursor = not g_inputBinding:getShowMouseCursor()
g_inputBinding:setShowMouseCursor(showMouseCursor)
local leftRightRotationEventId = player.inputInformation.registrationList[InputAction.AXIS_LOOK_LEFTRIGHT_PLAYER].eventId
local upDownRotationEventId = player.inputInformation.registrationList[InputAction.AXIS_LOOK_UPDOWN_PLAYER].eventId
g_inputBinding:setActionEventActive(leftRightRotationEventId, not showMouseCursor)
g_inputBinding:setActionEventActive(upDownRotationEventId, not showMouseCursor)
player.wasCpMouseActive = showMouseCursor
end
end
end
--- Enables/disables the player mouse action event, if there are any info texts.
function Courseplay.updatePlayerActionEvents(player)
local eventId = player.inputInformation.registrationList[InputAction.CP_TOGGLE_MOUSE].eventId
g_inputBinding:setActionEventTextVisibility(eventId, false)
if not player:hasHandtoolEquipped() then
if g_Courseplay.infoTextsHud:isVisible() and g_Courseplay.globalSettings.infoTextHudPlayerMouseActive:getValue() then
g_inputBinding:setActionEventTextVisibility(eventId, true)
elseif player.wasCpMouseActive then
Courseplay.onOpenCloseMouseEvent(player, true)
end
end
end
--- Resets the mouse cursor on entering a vehicle for example.
function Courseplay.removePlayerActionEvents(player)
if player.wasCpMouseActive then
g_inputBinding:setShowMouseCursor(false)
end
player.wasCpMouseActive = nil
end
--- Registers all cp specializations.
---@param typeManager TypeManager
function Courseplay.register(typeManager)
--- TODO: make this function async.
for typeName, typeEntry in pairs(typeManager.types) do
CpAIWorker.register(typeManager, typeName, typeEntry.specializations)
CpVehicleSettings.register(typeManager, typeName, typeEntry.specializations)
CpCourseGeneratorSettings.register(typeManager, typeName, typeEntry.specializations)
CpCourseManager.register(typeManager, typeName, typeEntry.specializations)
CpAIFieldWorker.register(typeManager, typeName, typeEntry.specializations)
CpAIBaleFinder.register(typeManager, typeName, typeEntry.specializations)
CpAICombineUnloader.register(typeManager, typeName, typeEntry.specializations)
CpAISiloLoaderWorker.register(typeManager, typeName, typeEntry.specializations)
CpAIBunkerSiloWorker.register(typeManager, typeName, typeEntry.specializations)
CpGamePadHud.register(typeManager, typeName,typeEntry.specializations)
CpHud.register(typeManager, typeName, typeEntry.specializations)
CpInfoTexts.register(typeManager, typeName, typeEntry.specializations)
CpShovelPositions.register(typeManager, typeName, typeEntry.specializations)
end
end
TypeManager.finalizeTypes = Utils.prependedFunction(TypeManager.finalizeTypes, Courseplay.register)
g_Courseplay = Courseplay()
addModEventListener(g_Courseplay)