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Courseplay.lua
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--- Global class
---@class Courseplay
---@operator call:Courseplay
Courseplay = CpObject()
Courseplay.MOD_NAME = g_currentModName
Courseplay.BASE_DIRECTORY = g_currentModDirectory
Courseplay.baseXmlKey = "Courseplay"
Courseplay.xmlKey = Courseplay.baseXmlKey.."."
function Courseplay:init()
---TODO_25
-- 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"
g_overlayManager:addTextureConfigFile(Utils.getFilename("img/iconSprite.xml", self.BASE_DIRECTORY), "cpIconSprite")
g_overlayManager:addTextureConfigFile(Utils.getFilename("img/ui_courseplay.xml", self.BASE_DIRECTORY), "cpUi")
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)
CpInGameMenu.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)
g_cpInGameMenu:loadFromXMLFile(xmlFile, self.xmlKey)
CpBaseHud.loadFromXmlFile(xmlFile, self.xmlKey)
self.infoTextsHud: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)
self.infoTextsHud:saveToXmlFile(xmlFile, self.xmlKey)
if self.currentVersion then
xmlFile:setValue(self.baseXmlKey .. "#lastVersion", self.currentVersion)
end
g_cpInGameMenu:saveToXMLFile(xmlFile, self.xmlKey)
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
local lastLoadedVersion = "----"
if xmlFile then
lastLoadedVersion = xmlFile:getValue(key.."#lastVersion")
showInfoDialog = self.currentVersion ~= lastLoadedVersion
else
lastLoadedVersion = "no config file!"
end
CpUtil.info("Current mod name: %s, Current version: %s, Last version: %s",
self.MOD_NAME, self.currentVersion, lastLoadedVersion)
if showInfoDialog then
InfoDialog.show(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()
--- Savegame infos here
CpUtil.info("Map loaded: %s, Savegame name: %s(%d)",
g_currentMission.missionInfo.mapId,
g_currentMission.missionInfo.savegameName,
g_currentMission.missionInfo.savegameIndex)
self:load()
self:setupGui()
self:loadUserSettings()
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()
end
--- Ugly hack to get access to the global AutoDrive table, as this global is dependent on the auto drive folder name.
self.autoDrive = FS25_AutoDrive and FS25_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_consoleCommands:delete()
end
function Courseplay:setupGui()
CpInGameMenu.setupGui(self.courseStorage)
self.infoTextsHud = CpHudInfoTexts()
--- Adding Player input bindings
local function addPlayerActionEvents(self, superFunc, ...)
superFunc(self, ...)
local _, id = g_inputBinding:registerActionEvent(InputAction.CP_OPEN_INGAME_MENU, self, function ()
g_messageCenter:publishDelayed(MessageType.GUI_CP_INGAME_OPEN)
end, false, true, false, true)
g_inputBinding:setActionEventTextVisibility(id, true)
end
PlayerInputComponent.registerGlobalPlayerActionEvents = Utils.overwrittenFunction(
PlayerInputComponent.registerGlobalPlayerActionEvents, addPlayerActionEvents)
-- TODO_25
-- g_currentMission.hud.ingameMap.drawFields = Utils.appendedFunction(g_currentMission.hud.ingameMap.drawFields, Courseplay.drawHudMap)
-- local page = g_gui.currentGui.target.pageSettings
-- local newPage = page.subCategoryPages[1].copy(page.subCategoryPages[1].parent)
-- self:fixGui()
end
--- Enables drawing onto the hud map.
function Courseplay.drawHudMap(map)
if g_Courseplay.globalSettings.drawOntoTheHudMap:getValue() then
local vehicle = CpUtil.getCurrentVehicle()
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
--- 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)
g_courseEditor: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
--- TODO_25
-- 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 = CpUtil.getCurrentVehicle()
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
--- Registers all cp specializations.
---@param typeManager table
function Courseplay.register(typeManager)
if typeManager.typeName == "vehicle" and g_modIsLoaded[Courseplay.MOD_NAME] then
--- 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)
-- TODO 25 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
typeManager:addSpecialization("fillableImplement", "aiLoadable")
end
end
TypeManager.finalizeTypes = Utils.prependedFunction(TypeManager.finalizeTypes, Courseplay.register)
g_Courseplay = Courseplay()
addModEventListener(g_Courseplay)