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1.3 ... main

2 changed files with 120 additions and 32 deletions

View File

@ -15,7 +15,8 @@
local M = {}
M.dependencies = { 'career_modules_inventory', 'freeroam_facilities', "career_vehicleSaveSystem" }
M.dependencies = { 'career_modules_inventory', 'freeroam_facilities', "career_vehicleSaveSystem",
"career_modules_permissions", 'career_modules_valueCalculator' }
local career_modules_inventory_removeVehicleObject
local vehicleObjectsToRemove = {}
@ -28,31 +29,48 @@ local function spawnVehicle(inventoryId, callback)
end
end
local function Retrieve()
local fav_veh_id = career_modules_inventory.getFavoriteVehicle()
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)
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)
career_vehicleSaveSystem.SetFade(true)
job.sleep(1)
career_vehicleSaveSystem.LoadVehicle(fav_veh_id)
freeroam_facilities.teleportToGarage(garage.id, veh, false)
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 = Retrieve,
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
@ -63,7 +81,7 @@ end
local function RemoveVehicleObject(inventoryId)
table.insert(vehicleObjectsToRemove, inventoryId)
career_vehicleSaveSystem.QueueVehicleToSave(inventoryId)
career_vehicleSaveSystem.EnqueueVehicleToSave(inventoryId)
career_vehicleSaveSystem.SaveVehicle(inventoryId)
career_vehicleSaveSystem.CheckSavedAsync(function()
career_modules_inventory_removeVehicleObject(inventoryId)

View File

@ -15,7 +15,8 @@
local M = {}
M.dependencies = { 'career_career', 'career_saveSystem', 'career_modules_inventory' }
M.dependencies = { 'freeroam_facilities', 'ui_fadeScreen', 'career_career', 'career_saveSystem',
'career_modules_inventory' }
local extensionName = "career_vehicleSaveSystem"
local vehicleSaves_temp = "/temp/career/vehicle_saves"
@ -65,13 +66,50 @@ local function GetVehicleSaveFile(root, inventoryId)
return path .. "/save.json"
end
local function QueueVehicleToSave(inventoryId)
local function EnqueueVehicleToSave(inventoryId)
log("I", "saving", "enqueued vehicle " .. inventoryId)
M.queuedVehicleSaves[inventoryId] = true
end
local function QueuedVehicleSaved(inventoryId)
log("I", "saving", "saved vehicle " .. inventoryId)
table.remove(M.queuedVehicleSaves, inventoryId)
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()
@ -108,24 +146,51 @@ local function SaveVehicle(inventoryId)
local object = be:getObjectByID(vehicleId)
object:queueLuaCommand("beamstate.save(\"" ..
saveFile ..
"\"); obj:queueGameEngineLua('career_vehicleSaveSystem.QueuedVehicleSaved(\"" .. inventoryId .. "\")');")
"\"); obj:queueGameEngineLua('career_vehicleSaveSystem.DequeueVehicleToSave(" .. inventoryId .. ")');")
return true
else
log('I', 'saving', 'vehicle ' .. inventoryId .. " not spawned")
return false
end
end
local function LoadVehicle(inventoryId)
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"
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
@ -137,12 +202,12 @@ local function onSaveCurrentSaveSlot(currentSavePath, oldSaveDate, vehiclesThumb
local vehicles = career_modules_inventory.getVehicles()
for id, _ in pairs(vehicles) do
QueueVehicleToSave(id)
EnqueueVehicleToSave(id)
end
for id, _ in pairs(M.queuedVehicleSaves) do
if not SaveVehicle(id) then
QueuedVehicleSaved(id)
DequeueVehicleToSave(id)
end
end
CheckSavedAsync(function()
@ -165,11 +230,16 @@ M.queuedVehicleSaves = {}
M.SaveVehicle = SaveVehicle
M.LoadVehicle = LoadVehicle
M.FinishedLoading = FinishedLoading
M.TeleportVehicle = TeleportVehicle
M.SetFade = SetFade
M.CheckSavedAsync = CheckSavedAsync
M.QueueVehicleToSave = QueueVehicleToSave
M.QueuedVehicleSaved = QueuedVehicleSaved
M.EnqueueVehicleToSave = EnqueueVehicleToSave
M.DequeueVehicleToSave = DequeueVehicleToSave
M.onSaveCurrentSaveSlotAsyncStart = onSaveCurrentSaveSlotAsyncStart
M.onSaveCurrentSaveSlot = onSaveCurrentSaveSlot