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register.lua
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register.lua
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--COURSEPLAY
--print_r(g_fruitTypeManager)
--print_r(g_vehicleTypeManager)
--DebugUtil.printTableRecursively(g_fillTypeManager, ' ', 0, 10)
g_specializationManager:addSpecialization("courseplay", "courseplay", Utils.getFilename("courseplay.lua", g_currentModDirectory), nil)
function courseplay.registerEventListeners(vehicleType)
--print(string.format( "courseplay:registerEventListeners(%s)",tostring(vehicleType)))
SpecializationUtil.registerEventListener(vehicleType, "onDraw", courseplay)
SpecializationUtil.registerEventListener(vehicleType, "onUpdate", courseplay)
SpecializationUtil.registerEventListener(vehicleType, "onUpdateTick", courseplay)
SpecializationUtil.registerEventListener(vehicleType, "onLoad", courseplay)
SpecializationUtil.registerEventListener(vehicleType, "onPostLoad", courseplay)
SpecializationUtil.registerEventListener(vehicleType, "onEnterVehicle", courseplay)
SpecializationUtil.registerEventListener(vehicleType, "onLeaveVehicle", courseplay)
end
if courseplay.houstonWeGotAProblem then
return;
end;
local numInstallationsVehicles = 0;
local courseplaySpecName = g_currentModName .. ".courseplay"
function courseplay:register(secondTime)
if secondTime then
print('## Courseplay: register later loaded mods:');
else
print('## Courseplay: register into vehicle types:');
end
for typeName,vehicleType in pairs(g_vehicleTypeManager.vehicleTypes) do
if SpecializationUtil.hasSpecialization(AIVehicle, vehicleType.specializations) and not vehicleType.hasCourseplaySpec then
print(" install courseplay into "..typeName)
g_vehicleTypeManager:addSpecialization(typeName, courseplaySpecName)
vehicleType.hasCourseplaySpec = true;
numInstallationsVehicles = numInstallationsVehicles + 1;
end;
end;
end;
function courseplay:attachablePostLoad(xmlFile)
if self.cp == nil then self.cp = {}; end;
if self.cp.xmlFileName == nil then
self.cp.xmlFileName = courseplay.utils:getFileNameFromPath(self.configFileName);
end;
--SET SPECIALIZATION VARIABLE
courseplay:setNameVariable(self);
courseplay:setCustomSpecVariables(self);
if courseplay.liquidManureOverloaders == nil then
courseplay.liquidManureOverloaders ={}
end
if self.cp.isLiquidManureOverloader then
courseplay.liquidManureOverloaders[self.rootNode] = self
end
--SEARCH AND SET OBJECT'S self.name IF NOT EXISTING
if self.name == nil then
self.name = courseplay:getObjectName(self, xmlFile);
end;
end;
Attachable.postLoad = Utils.appendedFunction(Attachable.postLoad, courseplay.attachablePostLoad);
function courseplay:attachableDelete()
if self.cp ~= nil then
if self.cp.isLiquidManureOverloader then
courseplay.liquidManureOverloaders[self.rootNode] = nil
end
end;
end;
Attachable.delete = Utils.prependedFunction(Attachable.delete, courseplay.attachableDelete);
function courseplay.vehiclePostLoadFinished(self, superFunc, ...)
local loadingState = superFunc(self, ...);
if loadingState ~= BaseMission.VEHICLE_LOAD_OK then
-- something failed. Probably handle this: do not do anything else
-- return loadingState;
end
if self.cp == nil then self.cp = {}; end;
-- XML FILE NAME VARIABLE
if self.cp.xmlFileName == nil then
self.cp.xmlFileName = courseplay.utils:getFileNameFromPath(self.configFileName);
end;
-- make sure every vehicle has the CP API functions
self.getIsCourseplayDriving = courseplay.getIsCourseplayDriving;
self.setIsCourseplayDriving = courseplay.setIsCourseplayDriving;
self.setCpVar = courseplay.setCpVar;
courseplay:setNameVariable(self);
-- combines table
if courseplay.combines == nil then
courseplay.combines = {};
end;
if self.cp.isCombine or self.cp.isChopper or self.cp.isHarvesterSteerable or self.cp.isSugarBeetLoader or courseplay:isAttachedCombine(self) then
courseplay.combines[self.rootNode] = self;
end;
return loadingState;
end;
Vehicle.loadFinished = Utils.overwrittenFunction(Vehicle.loadFinished, courseplay.vehiclePostLoadFinished);
-- NOTE: using loadFinished() instead of load() so any other mod that overwrites Vehicle.load() doesn't interfere
function courseplay:prePreDelete(self)
if self.cp ~= nil then
courseplay:deleteMapHotspot(self);
end
end;
FSBaseMission.removeVehicle = Utils.prependedFunction(FSBaseMission.removeVehicle, courseplay.prePreDelete);
function courseplay:vehicleDelete()
if self.cp ~= nil then
--if vehicle is a courseplayer, delete the vehicle from activeCourseplayers
if CpManager.activeCoursePlayers[self.rootNode] then
CpManager:removeFromActiveCoursePlayers(self);
end
-- Remove created nodes
if self.cp.notesToDelete and #self.cp.notesToDelete > 0 then
for _, nodeId in ipairs(self.cp.notesToDelete) do
if nodeId and nodeId ~= 0 then
delete(nodeId);
end;
end;
self.cp.notesToDelete = nil;
end;
if courseplay.combines[self.rootNode] then
for _, courseplayer in pairs(g_currentMission.enterables) do
if courseplayer.cp then
if courseplayer.cp.activeCombine and courseplayer.cp.activeCombine == self then
courseplay:unregisterFromCombine(courseplayer, self)
end
if courseplayer.cp.lastActiveCombine and courseplayer.cp.lastActiveCombine == self then
courseplayer.cp.lastActiveCombine = nil
end
end
end
courseplay.combines[self.rootNode] = nil;
end;
end;
end;
Vehicle.delete = Utils.prependedFunction(Vehicle.delete, courseplay.vehicleDelete);
function courseplay:foldableLoad(savegame)
if self.cp == nil then self.cp = {}; end;
--FOLDING PARTS STARTMOVEDIRECTION
local startMoveDir = getXMLInt(self.xmlFile, 'vehicle.foldingParts#startMoveDirection');
if startMoveDir == nil then
local singleDir;
local i = 0;
while true do -- go through single foldingPart entries
local key = string.format('vehicle.foldingParts.foldingPart(%d)', i);
if not hasXMLProperty(self.xmlFile, key) then break; end;
local dir = getXMLInt(self.xmlFile, key .. '#startMoveDirection');
if dir then
if singleDir == nil then --first foldingPart -> set singleDir
singleDir = dir;
elseif dir ~= singleDir then -- two or more foldingParts have non-matching startMoveDirections --> not valid
singleDir = nil;
break;
elseif dir == singleDir then -- --> valid
end;
end;
i = i + 1;
end;
if singleDir then -- startMoveDirection found in single foldingPart
startMoveDir = singleDir;
end;
end;
self.cp.foldingPartsStartMoveDirection = Utils.getNoNil(startMoveDir, 0);
end;
Foldable.load = Utils.appendedFunction(Foldable.load, courseplay.foldableLoad);
courseplay.locales = courseplay.utils.table.copy(g_i18n.texts, true);
-- make l10n global so they can be used in GUI XML files directly (Thanks `Mogli!)
for n,t in pairs( g_i18n.texts ) do
if string.sub( n, 1, 10 ) == "COURSEPLAY" then
getfenv(0).g_i18n.texts[n] = t
end
end
courseplay:register();
print(string.format('### Courseplay: installed into %d vehicle types', numInstallationsVehicles));
-- TODO: Remove the AIVehicleUtil.driveToPoint overwrite when the new patch goes out to fix it. (Temp fix from Giants: Emil)
-- This fixes the problems with driveInDirection motor and cruise control. There is a bug some where that is setting self.rotatedTime to 0
local originaldriveInDirection = AIVehicleUtil.driveInDirection;
AIVehicleUtil.driveInDirection = function (self, dt, steeringAngleLimit, acceleration, slowAcceleration, slowAngleLimit, allowedToDrive, moveForwards, lx, lz, maxSpeed, slowDownFactor)
local angle = 0;
if lx ~= nil and lz ~= nil then
local dot = lz;
angle = math.deg(math.acos(dot));
if angle < 0 then
angle = angle+180;
end
local turnLeft = lx > 0.00001;
if not moveForwards then
turnLeft = not turnLeft;
end
local targetRotTime = 0;
if turnLeft then
--rotate to the left
targetRotTime = self.maxRotTime*math.min(angle/steeringAngleLimit, 1);
else
--rotate to the right
targetRotTime = self.minRotTime*math.min(angle/steeringAngleLimit, 1);
end
if targetRotTime > self.rotatedTime then
self.rotatedTime = math.min(self.rotatedTime + dt*self:getAISteeringSpeed(), targetRotTime);
else
self.rotatedTime = math.max(self.rotatedTime - dt*self:getAISteeringSpeed(), targetRotTime);
end
end
if self.firstTimeRun then
local acc = acceleration;
if maxSpeed ~= nil and maxSpeed ~= 0 then
if math.abs(angle) >= slowAngleLimit then
maxSpeed = maxSpeed * slowDownFactor;
end
self.spec_motorized.motor:setSpeedLimit(maxSpeed);
if self.spec_drivable.cruiseControl.state ~= Drivable.CRUISECONTROL_STATE_ACTIVE then
self:setCruiseControlState(Drivable.CRUISECONTROL_STATE_ACTIVE);
end
else
if math.abs(angle) >= slowAngleLimit then
acc = slowAcceleration;
end
end
if not allowedToDrive then
acc = 0;
end
if not moveForwards then
acc = -acc;
end
--FS 17 Version WheelsUtil.updateWheelsPhysics(self, dt, self.lastSpeedReal, acc, not allowedToDrive, self.requiredDriveMode);
WheelsUtil.updateWheelsPhysics(self, dt, self.lastSpeedReal*self.movingDirection, acc, not allowedToDrive, true)
end
end
--[[ local originaldriveToPoint = AIVehicleUtil.driveToPoint;
AIVehicleUtil.driveToPoint = function(self, dt, acceleration, allowedToDrive, moveForwards, tX, tZ, maxSpeed, doNotSteer)
if self.firstTimeRun then
if allowedToDrive then
local tX_2 = tX * 0.5;
local tZ_2 = tZ * 0.5;
local d1X, d1Z = tZ_2, -tX_2;
if tX > 0 then
d1X, d1Z = -tZ_2, tX_2;
end
local hit,_,f2 = Utils.getLineLineIntersection2D(tX_2,tZ_2, d1X,d1Z, 0,0, tX, 0);
if doNotSteer == nil or not doNotSteer then
local rotTime = 0;
local radius = 0;
if hit and math.abs(f2) < 100000 then
radius = tX * f2;
rotTime = self.wheelSteeringDuration * ( math.atan(1/radius) / math.atan(1/self.maxTurningRadius) );
end
local targetRotTime = 0;
if rotTime >= 0 then
targetRotTime = math.min(rotTime, self.maxRotTime)
else
targetRotTime = math.max(rotTime, self.minRotTime)
end
if targetRotTime > self.rotatedTime then
self.rotatedTime = math.min(self.rotatedTime + dt*self.spec_aiVehicle.aiSteeringSpeed, targetRotTime);
else
self.rotatedTime = math.max(self.rotatedTime - dt*self.spec_aiVehicle.aiSteeringSpeed, targetRotTime);
end
-- adjust maxSpeed
local steerDiff = targetRotTime - self.rotatedTime;
local fac = math.abs(steerDiff) / math.max(self.maxRotTime, -self.minRotTime);
maxSpeed = maxSpeed * math.max( 0.01, 1.0 - fac);
end;
end
self.spec_motorized.motor:setSpeedLimit(maxSpeed);
if self.spec_drivable.cruiseControl.state ~= Drivable.CRUISECONTROL_STATE_ACTIVE then
self:setCruiseControlState(Drivable.CRUISECONTROL_STATE_ACTIVE);
end
if not allowedToDrive then
acceleration = 0;
end
if not moveForwards then
acceleration = -acceleration;
end
if not g_currentMission.missionInfo.stopAndGoBraking then
if acceleration ~= self.nextMovingDirection then
if not self.hasStopped then
if math.abs(self.lastSpeedAcceleration) < 0.0001 and math.abs(self.lastSpeedReal) < 0.0001 and math.abs(self.lastMovedDistance) < 0.001 then
acceleration = 0;
end
end
end
end
WheelsUtil.updateWheelsPhysics(self, dt, self.lastSpeedReal, acceleration, not allowedToDrive, self.requiredDriveMode);
end
end ]]