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--- Global class
---@classCourseplay
---@operatorcall:Courseplay
Courseplay=CpObject()
Courseplay.MOD_NAME=g_currentModName
Courseplay.BASE_DIRECTORY=g_currentModDirectory
Courseplay.baseXmlKey="Courseplay"
Courseplay.xmlKey=Courseplay.baseXmlKey.."."
--- Makes sure other mods can access the courseplay mod,
--- if they are accessing this after this call.
g_modManager.CP_MOD_NAME=g_currentModName
functionCourseplay: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")
g_gui:loadProfiles(Utils.getFilename("config/gui/GUIProfiles.xml", self.BASE_DIRECTORY))
end
functionCourseplay: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.
functionCourseplay:loadUserSettings()
localxmlFile=XMLFile.loadIfExists("cpXmlFile", self.cpFilePath, self.xmlSchema)
ifxmlFilethen
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.
functionCourseplay:saveUserSettings()
localxmlFile=XMLFile.create("cpXmlFile", self.cpFilePath, self.baseXmlKey, self.xmlSchema)
ifxmlFilethen
self.globalSettings:saveUserSettingsToXmlFile(xmlFile, self.xmlKey)
CpBaseHud.saveToXmlFile(xmlFile, self.xmlKey)
self.infoTextsHud:saveToXmlFile(xmlFile, self.xmlKey)
ifself.currentVersionthen
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.
------------------------------------------------------------------------------------------------------------------------
functionCourseplay:showUserInformation(xmlFile, key)
localshowInfoDialog=true
self.currentVersion=g_modManager:getModByName(self.MOD_NAME).version
locallastLoadedVersion="----"
ifxmlFilethen
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)
ifshowInfoDialogthen
InfoDialog.show(string.format(g_i18n:getText("CP_infoText"), self.currentVersion))
ifxmlFilethen
xmlFile:setValue(key.."#lastVersion", self.currentVersion)
end
end
end
------------------------------------------------------------------------------------------------------------------------
-- Global Giants functions listener
------------------------------------------------------------------------------------------------------------------------
--- This function is called on loading a savegame.
---@paramfilenamestring
functionCourseplay:loadMap(filename)
CpAIJob.registerJob(g_currentMission.aiJobTypeManager)
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()
ifg_server~=nilandg_currentMission.missionInfo.savegameDirectory~=nilthen
localsaveGamePath=g_currentMission.missionInfo.savegameDirectory.."/"
localfilePath=saveGamePath.."Courseplay.xml"
self.xmlFile=XMLFile.load("cpXml", filePath , self.xmlSchema)
ifself.xmlFile==nilthenreturnend
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_AutoDriveandFS25_AutoDrive.AutoDrive
CpUtil.info("Auto drive found: %s", tostring(self.autoDrive~=nil))
end
functionCourseplay:deleteMap()
ifg_server==nilthen
self:saveUserSettings()
end
g_courseEditor:delete()
BufferedCourseDisplay.deleteBuffer()
g_signPrototypes:delete()
g_consoleCommands:delete()
end
functionCourseplay:setupGui()
CpInGameMenu.setupGui(self.courseStorage)
self.infoTextsHud=CpHudInfoTexts()
--- Adding Player input bindings
localfunctionaddPlayerActionEvents(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, false)
CpDebug.registerEvents()
end
PlayerInputComponent.registerGlobalPlayerActionEvents=Utils.overwrittenFunction(
PlayerInputComponent.registerGlobalPlayerActionEvents, addPlayerActionEvents)
g_currentMission.hud.ingameMap.drawFields=Utils.appendedFunction(
g_currentMission.hud.ingameMap.drawFields, Courseplay.drawHudMap)
end
--- Enables drawing onto the hud map.
functionCourseplay.drawHudMap(map)
ifg_Courseplay.globalSettings.drawOntoTheHudMap:getValue() then
localvehicle=CpUtil.getCurrentVehicle()
ifvehicleandvehicle:getIsEntered() andnotg_gui:getIsGuiVisible() andvehicle.spec_cpAIWorkerandnotvehicle.spec_locomotivethen
SpecializationUtil.raiseEvent(vehicle, "onCpDrawHudMap", map)
end
end
end
--- Saves all global data, for example global settings.
functionCourseplay.saveToXMLFile(missionInfo)
ifmissionInfo.isValidthen
localsaveGamePath=missionInfo.savegameDirectory.."/"
localxmlFile=XMLFile.create("cpXml", saveGamePath.."Courseplay.xml",
"Courseplay", g_Courseplay.xmlSchema)
ifxmlFilethen
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)
functionCourseplay:update(dt)
g_devHelper:update()
g_bunkerSiloManager:update(dt)
g_triggerManager:update(dt)
g_baleToCollectManager:update(dt)
g_courseEditor:update(dt)
ifnotself.postInitthen
-- Doubles the map zoom for 4x Maps. Mainly to make it easier to set targets for unload triggers.
self.postInit=true
localfunctionsetIngameMapFix(mapElement)
localfactor=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
functionCourseplay:draw()
ifnotg_gui:getIsGuiVisible() then
g_vineScanner:draw()
g_bunkerSiloManager:draw()
g_triggerManager:draw()
g_baleToCollectManager:draw()
end
g_devHelper:draw()
CpDebug:draw()
ifnotg_gui:getIsGuiVisible() andnotg_noHudModeEnabledthen
self.infoTextsHud:draw()
end
end
---@paramposXnumber
---@paramposYnumber
---@paramisDownboolean
---@paramisUpboolean
---@parambuttonnumber
functionCourseplay:mouseEvent(posX, posY, isDown, isUp, button)
ifnotg_gui:getIsGuiVisible() then
localvehicle=CpUtil.getCurrentVehicle()
localhud=vehicleandvehicle.getCpHudandvehicle:getCpHud()
ifhudthen
hud:mouseEvent(posX, posY, isDown, isUp, button)
end
self.infoTextsHud:mouseEvent(posX, posY, isDown, isUp, button)
end
end
---@paramunicodenumber
---@paramsymnumber
---@parammodifiernumber
---@paramisDownboolean
functionCourseplay:keyEvent(unicode, sym, modifier, isDown)
g_devHelper:keyEvent(unicode, sym, modifier, isDown)
end
functionCourseplay: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.
---@paramtypeManagertable
functionCourseplay.register(typeManager)
iftypeManager.typeName=="vehicle" andg_modIsLoaded[Courseplay.MOD_NAME] then
--- TODO: make this function async.
fortypeName, typeEntryinpairs(typeManager.types) do
CpAIImplement.register(typeManager, typeName, typeEntry.specializations)
CpAIWorker.register(typeManager, typeName, typeEntry.specializations)
CpCourseManager.register(typeManager, typeName, typeEntry.specializations)
CpVehicleSettings.register(typeManager, typeName, typeEntry.specializations)
CpCourseGenerator.register(typeManager, typeName, typeEntry.specializations)
CpCourseGeneratorSettings.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)
--- Removes all CP Specs in the shop config screen,
--- as the onLoad()/onUpdate() events might break the game ...
functionCourseplay.disableCpSpecsInShop(vehicle, vehicleData)
ifvehicleData.propertyState==VehiclePropertyState.SHOP_CONFIGthen
CpUtil.debugVehicle(CpDebug.DBG_HUD, vehicle, "is displayed in shop config!")
forname, specinpairs(vehicle.specializationsByName) do
ifstring.startsWith(name, g_Courseplay.MOD_NAME) then
CpUtil.debugVehicle(CpDebug.DBG_HUD, vehicle,
"found a cp spec to remove: %s, %s!", name, spec.className)
CpUtil.removeEventListenersBySpecialization(vehicle,
CpUtil.getClassObject(spec.className))
end
end
end
end
Vehicle.load=Utils.prependedFunction(
Vehicle.load, Courseplay.disableCpSpecsInShop)
g_Courseplay=Courseplay()
addModEventListener(g_Courseplay)