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1.1 ... main

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-- Copyright (C) 2025 snoutie
-- Authors: snoutie (copyright@achtarmig.org)
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU Affero General Public License as published
-- by the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU Affero General Public License for more details.
-- You should have received a copy of the GNU Affero General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
local M = {}
M.dependencies = { 'career_career', 'career_modules_computer', 'career_modules_inventory', 'career_modules_payment',
'career_modules_playerAttributes' }
local function getVehicleSavesFolder(savePath)
return savePath .. "/career/_vehicle_saves"
end
local function getInventoryIdFolder(vehicleSavesPath, inventoryId)
return vehicleSavesPath .. "/" .. inventoryId
end
local function getInventoryIdFile(inventoryIdPath)
return inventoryIdPath .. "/save.json"
end
local function createFolderIfNeeded(path)
if not FS:directoryExists(path) then
FS:directoryCreate(path)
end
end
local function prepareFolders(inventoryId)
local _, savePath = career_saveSystem.getCurrentSaveSlot()
local vehicleSavesFolder = getVehicleSavesFolder(savePath)
createFolderIfNeeded(vehicleSavesFolder)
local inventoryIdFolder = getInventoryIdFolder(vehicleSavesFolder, inventoryId)
createFolderIfNeeded(inventoryIdFolder)
return getInventoryIdFile(inventoryIdFolder)
end
local function onSave(inventoryId)
local fileName = prepareFolders(inventoryId)
local vehicleId = career_modules_inventory.getVehicleIdFromInventoryId(inventoryId)
if vehicleId then
local object = be:getObjectByID(vehicleId)
object:queueLuaCommand('beamstate.save("' .. fileName .. '")')
end
end
local function onLoad(inventoryId)
local fileName = prepareFolders(inventoryId)
local vehicleId = career_modules_inventory.getVehicleIdFromInventoryId(inventoryId)
if vehicleId then
local object = be:getObjectByID(vehicleId)
object:queueLuaCommand('beamstate.load("' .. fileName .. '")')
end
end
local function spawnVehicle(inventoryId, callback)
if career_modules_inventory.getVehicleIdFromInventoryId(inventoryId) then
callback()
else
career_modules_inventory.spawnVehicle(inventoryId, nil, callback)
end
end
local function retrieve_favourite()
local fav_veh_id = career_modules_inventory.getFavoriteVehicle()
extensions.core_jobsystem.create(
function(job)
onSave(fav_veh_id)
job.sleep(1)
spawnVehicle(fav_veh_id, function()
local veh = be:getObjectByID(career_modules_inventory.getVehicleIdFromInventoryId(fav_veh_id))
local location = { pos = veh:getPosition(), rot = quat(0, 0, 1, 0) * quat(veh:getRefNodeRotation()) }
local garage = career_modules_inventory.getClosestGarage(location.pos)
onLoad(fav_veh_id)
job.sleep(1)
freeroam_facilities.teleportToGarage(garage.id, veh, false)
end)
end
)
end
local function onComputerAddFunctions(menuData, computerFunctions)
if menuData.computerFacility.functions["vehicleInventory"] then
local computerFunctionData = {
id = "retrieve_damaged",
label = "Retrieve Favourite Damaged",
callback = retrieve_favourite,
order = 1
}
if menuData.tutorialPartShoppingActive or menuData.tutorialTuningActive then
computerFunctionData.disabled = true
computerFunctionData.reason = career_modules_computer.reasons.tutorialActive
end
computerFunctions.general[computerFunctionData.id] = computerFunctionData
end
end
local function onSaveCurrentSaveSlot(currentSavePath, oldSaveDate, vehiclesThumbnailUpdate)
local vs = career_modules_inventory.getVehicles()
for id, _ in pairs(vs) do
onSave(id)
end
end
M.onSaveCurrentSaveSlot = onSaveCurrentSaveSlot
M.onComputerAddFunctions = onComputerAddFunctions
return M

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-- Copyright (C) 2025 snoutie
-- Authors: snoutie (copyright@achtarmig.org)
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU Affero General Public License as published
-- by the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU Affero General Public License for more details.
-- You should have received a copy of the GNU Affero General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
local M = {}
M.dependencies = { 'career_modules_inventory', 'freeroam_facilities', "career_vehicleSaveSystem",
"career_modules_permissions", 'career_modules_valueCalculator' }
local career_modules_inventory_removeVehicleObject
local vehicleObjectsToRemove = {}
local function spawnVehicle(inventoryId, callback)
if career_modules_inventory.getVehicleIdFromInventoryId(inventoryId) then
callback()
else
career_modules_inventory.spawnVehicle(inventoryId, nil, callback)
end
end
local function Retrieve(inventoryId)
career_vehicleSaveSystem.EnqueueVehicleToSave(inventoryId)
if not career_vehicleSaveSystem.SaveVehicle(inventoryId) then
career_vehicleSaveSystem.DequeueVehicleToSave(inventoryId)
end
local vehicleValue = career_modules_valueCalculator.getInventoryVehicleValue(inventoryId, true)
local currentVehicleValue = career_modules_valueCalculator.getInventoryVehicleValue(inventoryId)
career_vehicleSaveSystem.CheckSavedAsync(function()
extensions.core_jobsystem.create(
function(job)
career_vehicleSaveSystem.SetFade(true)
job.sleep(1)
spawnVehicle(inventoryId, function()
career_vehicleSaveSystem.TeleportVehicle(inventoryId, false)
career_vehicleSaveSystem.LoadVehicle(inventoryId, currentVehicleValue < vehicleValue)
end)
end
)
end)
end
local function onComputerAddFunctions(menuData, computerFunctions)
if menuData.computerFacility.functions["vehicleInventory"] then
local favouriteVehicleId = career_modules_inventory.getFavoriteVehicle()
local computerFunctionData = {
id = "retrieve_damaged",
label = "Retrieve Favourite Damaged",
callback = function() Retrieve(favouriteVehicleId) end,
order = 1
}
local repairPermission = career_modules_permissions.getStatusForTag("vehicleRepair",
{ inventoryId = favouriteVehicleId })
if not repairPermission["allow"] then
computerFunctionData.disabled = true
computerFunctionData.reason = { type = "text", label = "Vehicle is being repaired." }
end
if menuData.tutorialPartShoppingActive or menuData.tutorialTuningActive then
computerFunctionData.disabled = true
computerFunctionData.reason = career_modules_computer.reasons.tutorialActive
end
computerFunctions.general[computerFunctionData.id] = computerFunctionData
end
end
local function RemoveVehicleObject(inventoryId)
table.insert(vehicleObjectsToRemove, inventoryId)
career_vehicleSaveSystem.EnqueueVehicleToSave(inventoryId)
career_vehicleSaveSystem.SaveVehicle(inventoryId)
career_vehicleSaveSystem.CheckSavedAsync(function()
career_modules_inventory_removeVehicleObject(inventoryId)
end)
end
local function onCareerActive()
career_modules_inventory_removeVehicleObject = career_modules_inventory.removeVehicleObject
career_modules_inventory.removeVehicleObject = RemoveVehicleObject
end
M.onComputerAddFunctions = onComputerAddFunctions
M.onCareerActive = onCareerActive
return M

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-- Copyright (C) 2025 snoutie
-- Authors: snoutie (copyright@achtarmig.org)
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU Affero General Public License as published
-- by the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU Affero General Public License for more details.
-- You should have received a copy of the GNU Affero General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
local M = {}
M.dependencies = { 'freeroam_facilities', 'ui_fadeScreen', 'career_career', 'career_saveSystem',
'career_modules_inventory' }
local extensionName = "career_vehicleSaveSystem"
local vehicleSaves_temp = "/temp/career/vehicle_saves"
local function CreateDirectories(dir)
local p = path.dirname(dir)
if not FS:directoryExists(p) then
CreateDirectories(string.sub(p, 1, #p - 1))
end
FS:directoryCreate(dir)
end
local function ClearDirectory(dir)
local files = FS:findFiles(dir .. "/", '*', 0, false, true)
for i = 1, tableSize(files) do
FS:remove(files[i])
end
end
local function CopySaves(from, to)
local save_folders = FS:directoryList(from, false, true)
for i = 1, tableSize(save_folders) do
local folder_dir, folder_name, _ = path.split(save_folders[i])
FS:directoryCreate(to .. "/" .. folder_name)
local save_files = FS:findFiles(folder_dir .. folder_name .. "/", '*.json', 0, false, false)
for n = 1, tableSize(save_files) do
local file_dir, file_name, file_ext = path.split(save_files[n])
FS:remove(to .. "/" .. folder_name .. "/" .. file_name)
FS:copyFile(file_dir .. file_name, to .. "/" .. folder_name .. "/" .. file_name)
end
end
end
local function LoadFiles(from)
ClearDirectory(vehicleSaves_temp)
CopySaves(from, vehicleSaves_temp)
end
local function SaveFiles(to)
CopySaves(vehicleSaves_temp, to)
end
local function GetVehicleSaveFile(root, inventoryId)
local path = root .. "/" .. inventoryId
CreateDirectories(path)
return path .. "/save.json"
end
local function EnqueueVehicleToSave(inventoryId)
log("I", "saving", "enqueued vehicle " .. inventoryId)
M.queuedVehicleSaves[inventoryId] = true
end
local function DequeueVehicleToSave(inventoryId)
log("I", "saving", "dequeued vehicle " .. inventoryId)
M.queuedVehicleSaves[inventoryId] = nil
end
local function TeleportVehicle(inventoryId, delayed, callback)
log("I", "loading", "teleporting vehicle " .. inventoryId)
local veh = be:getObjectByID(career_modules_inventory.getVehicleIdFromInventoryId(inventoryId))
local location = { pos = veh:getPosition(), rot = quat(0, 0, 1, 0) * quat(veh:getRefNodeRotation()) }
local garage = career_modules_inventory.getClosestGarage(location.pos)
extensions.core_jobsystem.create(function(job)
if delayed then
job.sleep(1)
end
freeroam_facilities.teleportToGarage(garage.id, veh, false)
if callback then
callback()
end
end)
end
local fadeInProgress = false
local function SetFade(fade)
if fadeInProgress and fade then
return
end
if not fadeInProgress and not fade then
return
end
if fade then
ui_fadeScreen.start(0.5)
fadeInProgress = true
else
ui_fadeScreen.stop(0.5)
fadeInProgress = false
end
end
local function VehiclesSaved()
if next(M.queuedVehicleSaves) == nil then
log('I', 'saving', 'all vehicles saved')
return true
else
log('I', 'saving', 'still saving vehicles')
end
return false
end
local function CheckSavedAsync(callback)
extensions.core_jobsystem.create(
function(job)
while true do
if VehiclesSaved() then
break
end
job.sleep(0.1)
end
if callback then
callback()
end
end)
end
local function SaveVehicle(inventoryId)
local saveFile = GetVehicleSaveFile(vehicleSaves_temp, inventoryId)
local vehicleId = career_modules_inventory.getVehicleIdFromInventoryId(inventoryId)
if vehicleId then
log('I', 'saving', 'saving vehicle ' .. inventoryId .. " to " .. saveFile)
local object = be:getObjectByID(vehicleId)
object:queueLuaCommand("beamstate.save(\"" ..
saveFile ..
"\"); obj:queueGameEngineLua('career_vehicleSaveSystem.DequeueVehicleToSave(" .. inventoryId .. ")');")
return true
else
log('I', 'saving', 'vehicle ' .. inventoryId .. " not spawned")
return false
end
end
local function FinishedLoading(inventoryId)
M.SetFade(false)
local veh = be:getObjectByID(career_modules_inventory.getVehicleIdFromInventoryId(inventoryId))
local pos, _ = freeroam_facilities.getGaragePosRot(career_modules_inventory.getClosestGarage(), veh)
career_modules_playerDriving.showPosition(pos)
end
local function LoadVehicle(inventoryId, loadDamaged)
local saveFile = GetVehicleSaveFile(vehicleSaves_temp, inventoryId)
local vehicleId = career_modules_inventory.getVehicleIdFromInventoryId(inventoryId)
if vehicleId then
log("I", "loading", "loading vehicle from " .. saveFile)
if loadDamaged then
local object = be:getObjectByID(vehicleId)
object:queueLuaCommand(
"beamstate.load(\"" .. saveFile .. "\"); " ..
"for key, value in pairs(v.data.controller) do " ..
" if value['fileName'] == 'advancedCouplerControl' then " ..
" local c = controller.getController(value['name']) " ..
" if c['reset'] then " ..
" c['reset']() " ..
" end " ..
" end " ..
" end; " ..
" obj:queueGameEngineLua(' " ..
" career_vehicleSaveSystem.TeleportVehicle( " ..
" " .. inventoryId .. ", " ..
" true, " ..
" function() " ..
" career_vehicleSaveSystem.FinishedLoading(" .. inventoryId .. ")" ..
" end) " ..
" ');"
)
else
FinishedLoading(inventoryId)
end
end
end
local function onSaveCurrentSaveSlotAsyncStart()
career_saveSystem.registerAsyncSaveExtension(extensionName)
end
local function onSaveCurrentSaveSlot(currentSavePath, oldSaveDate, vehiclesThumbnailUpdate)
local vehicles = career_modules_inventory.getVehicles()
for id, _ in pairs(vehicles) do
EnqueueVehicleToSave(id)
end
for id, _ in pairs(M.queuedVehicleSaves) do
if not SaveVehicle(id) then
DequeueVehicleToSave(id)
end
end
CheckSavedAsync(function()
SaveFiles(currentSavePath .. "/career/vehicle_saves")
career_saveSystem.asyncSaveExtensionFinished(extensionName)
end)
end
local function onCareerActive()
local _, saveSlot = career_saveSystem.getCurrentSaveSlot()
local vehicleSaves_saveSlot = saveSlot .. "/career/vehicle_saves"
CreateDirectories(vehicleSaves_saveSlot)
CreateDirectories(vehicleSaves_temp)
LoadFiles(vehicleSaves_saveSlot)
end
M.queuedVehicleSaves = {}
M.SaveVehicle = SaveVehicle
M.LoadVehicle = LoadVehicle
M.FinishedLoading = FinishedLoading
M.TeleportVehicle = TeleportVehicle
M.SetFade = SetFade
M.CheckSavedAsync = CheckSavedAsync
M.EnqueueVehicleToSave = EnqueueVehicleToSave
M.DequeueVehicleToSave = DequeueVehicleToSave
M.onSaveCurrentSaveSlotAsyncStart = onSaveCurrentSaveSlotAsyncStart
M.onSaveCurrentSaveSlot = onSaveCurrentSaveSlot
M.onCareerActive = onCareerActive
return M

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local M = {}
M.dependencies = { 'career_career', 'career_modules_payment', 'career_modules_playerAttributes' }
M.dependencies = { 'career_career' }
extensions.load("career_retrievedamaged")
extensions.load("career_vehicleSaveSystem")
extensions.load("career_vehicleRetrieval")
M.onInit = function()
setExtensionUnloadMode(M, "manual")
end
return M