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DFPSettings.lua
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--[[
DynamicFieldPrices
Setting File
Originally Part of Production Revamp
Copyright (C) Achimobil, braeven, 2022, adjusted with permission by BigFood
Important:.
No changes are allowed to this script without permission from Achimobil AND Braeven.
Es dürfen an diesem Script keine Veränderungen ohne Erlaubnis von Achimobil UND Braeven gemacht werden.
]]
DFPSettings = {}
DFPSettings.name = g_currentModName
DFPSettings.modDir = g_currentModDirectory
DFPSettings.debug = false
source(g_currentModDirectory .. "events/changeDFPCheckSettingsEvent.lua")
source(g_currentModDirectory .. "events/changeDFPDecimalSettingsEvent.lua")
source(g_currentModDirectory .. "events/loadDFPSettingsEvent.lua")
function DFPSettings.init()
-- init default settings
DFPSettings.current = {}
DFPSettings.current.MinGreed = 0.8
DFPSettings.current.MaxGreed = 1.2
DFPSettings.current.MinEco = 0.6
DFPSettings.current.MaxEco = 1.6
DFPSettings.current.Discourage = 0.1
DFPSettings.current.ResetNPCs = false
DFPSettings.current.ShowPriceModifier = true
-- listen zum speichern der elemente für das wieder füllen bei änderungen von anderen
DFPSettings.checkElements = {}
DFPSettings.textElements = {}
-- Einstellungen speichern und laden
Mission00.loadMission00Finished = Utils.appendedFunction(Mission00.loadMission00Finished, DFPSettings.loadSettingsXML)
FSCareerMissionInfo.saveToXMLFile = Utils.appendedFunction(FSCareerMissionInfo.saveToXMLFile, DFPSettings.saveSettingsXML)
-- game settings dialog extension
InGameMenuGameSettingsFrame.onFrameOpen = Utils.appendedFunction(InGameMenuGameSettingsFrame.onFrameOpen, DFPSettings.GameSettingsFrame_onFrameOpen)
InGameMenuGameSettingsFrame.updateGameSettings = Utils.appendedFunction(InGameMenuGameSettingsFrame.updateGameSettings, DFPSettings.GameSettingsFrame_updateGameSettings)
-- damit beim joinen im MP die einstellungen geholt werden senden wir ein event dass die einstellungen dann an alle schickt
FSBaseMission.onConnectionFinishedLoading = Utils.appendedFunction(FSBaseMission.onConnectionFinishedLoading, DFPSettings.loadSettingsFromServer)
end
function DFPSettings.GameSettingsFrame_onFrameOpen(self)
---Darf nur ein mal aufgerufen werden, beim nächsten mal sind die elemente ja schon da
if self.dfpGameSettings_initialized == nil then
local target = DFPSettings.current
DFPSettings:AddTitle(self, "DFP_Settings_Title")
DFPSettings:AddGameSettingDecimalNonNegativeElement(self, target, "MinGreed", DFPSettings.current.MinGreed)
DFPSettings:AddGameSettingDecimalNonNegativeElement(self, target, "MaxGreed", DFPSettings.current.MaxGreed)
DFPSettings:AddGameSettingDecimalNonNegativeElement(self, target, "MinEco", DFPSettings.current.MinEco)
DFPSettings:AddGameSettingDecimalNonNegativeElement(self, target, "MaxEco", DFPSettings.current.MaxEco)
DFPSettings:AddGameSettingDecimalNonNegativeElement(self, target, "Discourage", DFPSettings.current.Discourage)
DFPSettings:AddGameSettingCheckElement(self, target, "ResetNPCs", DFPSettings.current.ResetNPCs)
DFPSettings:AddGameSettingCheckElement(self, target, "ShowPriceModifier", DFPSettings.current.ShowPriceModifier)
self.dfpGameSettings_initialized = true
self.boxLayout:invalidateLayout()
end
end
function DFPSettings:GameSettingsFrame_updateGameSettings()
-- Settings neu in den dialog laden, könnten von anderem Admin ja geändert sein
for settingId, element in pairs(DFPSettings.checkElements) do
element:setIsChecked(DFPSettings.current[settingId])
element:setDisabled(not self.hasMasterRights)
end
for settingId, element in pairs(DFPSettings.textElements) do
element:setText(tostring(DFPSettings.current[settingId]))
element:setDisabled(not self.hasMasterRights)
end
end
function DFPSettings:AddGameSettingCheckElement(self, target, settingId, state)
-- hier kopieren wir ein checkbox feld element
local newCheckElement = self.checkTraffic:clone()
newCheckElement.target = target
newCheckElement.onClickCallback = DFPSettings.onClickGameSettingCheckbox
newCheckElement.buttonLRChange = DFPSettings.onClickGameSettingCheckbox
newCheckElement.id = settingId
local settingTitle = newCheckElement.elements[4]
settingTitle:setText(DFPSettings:getText("DFP_" .. settingId .. "_Title"))
local toolTip = newCheckElement.elements[6]
toolTip:setText(DFPSettings:getText("DFP_" .. settingId .. "_Tooltip"))
newCheckElement:setIsChecked(state)
self.boxLayout:addElement(newCheckElement)
DFPSettings.checkElements[settingId] = newCheckElement
end
function DFPSettings:AddGameSettingDecimalNonNegativeElement(self, target, settingId, state)
-- wir kopieren aus dem dialog das 2. GuiElement, das ist die eingabestelle für den savegame namen
local wrappingElement = self.boxLayout.elements[2]:clone()
-- hier nutzen wir das input das schon kopiert ist
local newTextElement = wrappingElement.elements[1]
newTextElement.target = self
newTextElement.onEnterPressedCallback = DFPSettings.onTextChangedGameSettingDecimalNonNegativeCallback
newTextElement.id = settingId
newTextElement.maxCharacters = 5
newTextElement:setText(tostring(state))
local settingTitle = wrappingElement.elements[2]
settingTitle:setText(DFPSettings:getText("DFP_" .. settingId .. "_Title"))
local toolTip = wrappingElement.elements[3]
toolTip:setText(DFPSettings:getText("DFP_" .. settingId .. "_Tooltip"))
self.boxLayout:addElement(wrappingElement)
DFPSettings.textElements[settingId] = newTextElement
end
function DFPSettings:AddTitle(self, text)
local title = TextElement.new()
title:applyProfile("settingsMenuSubtitle", true)
title:setText(DFPSettings:getText(text))
self.boxLayout:addElement(title)
end
function DFPSettings:getText(key)
local result = g_i18n.modEnvironments[DFPSettings.name].texts[key]
if result == nil then
return g_i18n:getText(key)
end
return result
end
function DFPSettings:onClickGameSettingCheckbox(state, checkboxElement)
DFPSettings:print("Change ".. tostring(checkboxElement.id) .. " to " .. tostring(checkboxElement:getIsChecked()))
g_client:getServerConnection():sendEvent(ChangeDFPCheckSettingsEvent.new(checkboxElement.id, checkboxElement:getIsChecked()))
end
function DFPSettings:onTextChangedGameSettingDecimalNonNegativeCallback(textElement, text)
local newValue = tonumber(textElement:getText())
if newValue == nil then
newValue = 1
end
if newValue < 0 then
newValue = 0
end
DFPSettings:print("Change ".. tostring(textElement.id) .. " to " .. tostring(newValue))
g_client:getServerConnection():sendEvent(ChangeDFPDecimalSettingsEvent.new(textElement.id, newValue))
-- noch mal explizit setzen sonst setzt er er bei erneutem editieren zurück auf den vorherigen wert und die korrektur auf 1 im fehlerfall ist nicht sichtbar
textElement:setText(tostring(newValue))
end
function DFPSettings.saveSettingsXML(missionInfo)
if(DFPSettings.current == nil) then
return
end
local xmlFile = XMLFile.create("DynamicFieldPricesXML", missionInfo.savegameDirectory .. "/dynamicFieldPrices.xml", "dynamicFieldPrices")
if xmlFile ~= nil then
xmlFile:setInt("dynamicFieldPrices#version", 2)
xmlFile:setFloat("dynamicFieldPrices.greediness#min", DFPSettings.current.MinGreed)
xmlFile:setFloat("dynamicFieldPrices.greediness#max", DFPSettings.current.MaxGreed)
xmlFile:setFloat("dynamicFieldPrices.economicSit#min", DFPSettings.current.MinEco)
xmlFile:setFloat("dynamicFieldPrices.economicSit#max", DFPSettings.current.MaxEco)
xmlFile:setFloat("dynamicFieldPrices.discourage#value", DFPSettings.current.Discourage)
xmlFile:setBool("dynamicFieldPrices.priceModifier", DFPSettings.current.ShowPriceModifier)
g_dynamicFieldPrices:onMissionSaveToSavegame(xmlFile)
xmlFile:save()
end
end
function DFPSettings.loadSettingsXML(mission, node)
if mission:getIsServer() then
if mission.missionInfo.savegameDirectory ~= nil and fileExists(mission.missionInfo.savegameDirectory .. "/dynamicFieldPrices.xml") then
local xmlFile = XMLFile.load("DynamicFieldPricesXML", mission.missionInfo.savegameDirectory .. "/dynamicFieldPrices.xml")
if xmlFile ~= nil then
local version = xmlFile:getInt("dynamicFieldPrices#version")
DFPSettings.loadSettingsFloat(xmlFile, "greediness#min", "MinGreed")
DFPSettings.loadSettingsFloat(xmlFile, "greediness#max", "MaxGreed")
DFPSettings.loadSettingsFloat(xmlFile, "economicSit#min", "MinEco")
DFPSettings.loadSettingsFloat(xmlFile, "economicSit#max", "MaxEco")
DFPSettings.loadSettingsFloat(xmlFile, "discourage#value", "Discourage")
DFPSettings.loadSettingsBool(xmlFile, "priceModifier", "ShowPriceModifier")
g_dynamicFieldPrices:onMissionLoadFromSavegame(xmlFile, version)
xmlFile:delete()
end
end
end
end
function DFPSettings.loadSettingsFloat(xmlFile, xmlKey, settingsId)
local value = xmlFile:getFloat("dynamicFieldPrices." .. xmlKey)
if value == nil then
return
end
DFPSettings.current[settingsId] = value
DFPSettings:print("Dynamic Field Prices: Loaded '" .. settingsId .. "': " .. tostring(DFPSettings.current[settingsId]))
end
function DFPSettings.loadSettingsBool(xmlFile, xmlKey, settingsId)
local value = xmlFile:getBool("dynamicFieldPrices." .. xmlKey)
if value == nil then
return
end
DFPSettings.current[settingsId] = value
DFPSettings:print("Dynamic Field Prices: Loaded '" .. settingsId .. "': " .. tostring(DFPSettings.current[settingsId]))
end
function DFPSettings.loadSettingsFromServer()
DFPSettings:print("Dynamic Field Prices: Request settings from server")
g_client:getServerConnection():sendEvent(LoadDFPSettingsEvent.new())
end
function DFPSettings:print(text)
if DFPSettings.debug then
print(text)
end
end
function DFPSettings:getRatio(key, value)
local maxVal = DFPSettings.current["Max"..key]
local minVal = DFPSettings.current["Min"..key]
if maxVal == nil or minVal == nil then
return 1
end
local range = maxVal - minVal
return (value - minVal) / range
end
function DFPSettings:getValue(key, ratio)
local maxVal = DFPSettings.current["Max"..key]
local minVal = DFPSettings.current["Min"..key]
if maxVal == nil or minVal == nil then
return 1
end
local range = maxVal - minVal
return minVal + (ratio * range)
end
function DFPSettings:getDiscourage()
if DFPSettings.current.Discourage == nil then
return 0.1
end
return DFPSettings.current.Discourage
end
DFPSettings.init()