ESO Lua File v100010

pregame/statemanager/pregamestatemanager.lua

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local g_mustPlayVideos = GetCVar("HasPlayedPregameVideo") == "0"
local g_allowVideosToPlay = GetCVar("SkipPregameVideos") == "0"
local QUEUE_VIDEO = false
local currentState = nil
local previousState = nil
local loadingUpdates = false
g_characterCount = 0
g_firedCharacterConstructionReady = false
g_hadGlobalError = false
g_isCharacterCreateIntroPlaying = false
g_isCharacterSelectCinematicPlaying = false
function Pregame_ShowScene(sceneName)
    SCENE_MANAGER:Show(sceneName)
    ZO_Dialogs_ReleaseAllDialogsExcept("HANDLE_ERROR", "HANDLE_ERROR_WITH_HELP")
end
    local worldName = GetWorldName()
    if(worldName == "") then
        worldName = "Unknown Realm"
    end
    -- Not permanently removed, I think we'll want this info...just waiting for Marc to understand that...
    -- ZO_CharacterSelectRealmName:SetText(worldName)
end
function AttemptQuickLaunch()
    if(GetCVar("QuickLaunch") == "1") then
        local acctName = GetCVar("AccountName")
        local acctPwd = GetCVar("AccountPassword")
        if(acctName ~= "" and acctPwd ~= "") then
            PregameLogin(acctName, acctPwd)
        end
    end
end
    if(not g_firedCharacterConstructionReady and IsPregameCharacterConstructionReady()) then
        g_firedCharacterConstructionReady = true
        CALLBACK_MANAGER:FireCallbacks("OnCharacterConstructionReady")
    end
end
local PregameStates =
{
    ["CharacterSelect_FromIngame"] =
    {
        OnEnter = function()
            -- Let the character list receipt determine the state to go to.
            RequestCharacterList()
        end,
        OnExit = function()
        end
    },
    ["CharacterSelect_PlayCinematic"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            if not g_isCharacterSelectCinematicPlaying then
                g_isCharacterSelectCinematicPlaying = true
                SetVideoCancelAllOnCancelAny(true)
                ZO_PlayVideoAndAdvance("Video/Opening_Cinematic_$(language).bik", QUEUE_VIDEO, VIDEO_SKIP_MODE_REQUIRE_CONFIRMATION_FOR_SKIP)
                if IsInGamepadPreferredMode() then
                    --Stops extra button presses from modifying the options scene, like restoring options defaults or logging out
                    GAMEPAD_OPTIONS:SetGamepadOptionsInputBlocked(true);
                end
            end
        end,
        GetStateTransitionData = function()
            return "CharacterSelect_FromCinematic"
        end,
        OnExit = function()
        end,
    },
    ["CharacterSelect_FromCinematic"] =
    {
        OnEnter = function(allowAnimation)
            if IsInGamepadPreferredMode() then
                GAMEPAD_OPTIONS:SetGamepadOptionsInputBlocked(false)
            end
        end,
        
        OnExit = function()
        end
    },
    
    ["CharacterCreate_PlayIntro"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SetVideoCancelAllOnCancelAny(true)
            ZO_PlayVideoAndAdvance("Video/Opening_Cinematic_$(language).bik", QUEUE_VIDEO, VIDEO_SKIP_MODE_REQUIRE_CONFIRMATION_FOR_SKIP)
            g_isCharacterCreateIntroPlaying = true
            ZO_CharacterCreate_PrepareFadeFromMovie()
            SCENE_MANAGER:ShowBaseScene()
        end,
        GetStateTransitionData = function()
            return "CharacterCreate_FromIntro"
        end,
        OnExit = function()
            if(g_hadGlobalError) then
                ZO_CharacterCreate_AbortMovieFade()
            else
                ZO_CharacterCreate_FadeFromMovie()
            end
        end,
    },
    ["CharacterCreate_FromIntro"] =
    {
        OnEnter = function(allowAnimation)
            -- Empty state, allow the completion of the movie transition or loading to reset the character creation state.
        end,
        OnExit = function()
        end
    },
    ["CharacterCreate"] =
    {
        OnEnter = function(allowAnimation)
            if (IsInGamepadPreferredMode() or IsConsoleUI()) then  -- TODO integrate this with PC gamepad
                Pregame_ShowScene("gamepadCharacterCreate")
                ZO_CharacterCreate_Gamepad_Reset()
            else
                Pregame_ShowScene("gameMenuCharacterCreate")
                ZO_CharacterCreate_Reset()
            end
        end,
        OnExit = function()
            SetCharacterCameraZoomAmount(-1) -- zoom all the way out when leaving this state
        end
    },
    ["BeginLoadingIntoWorld"] =
    {
        OnEnter = function()
            if (IsInGamepadPreferredMode() or IsConsoleUI()) then  -- TODO integrate this with PC gamepad
                ZO_CharacterSelect_Gamepad_ShowLoginScreen()
            else
                SCENE_MANAGER:ShowBaseScene()
                ZO_Dialogs_ShowDialog("REQUESTING_CHARACTER_LOAD")
            end
        end,
        OnExit = function()
        end
    },
    ["GammaAdjust"] =
    {
        ShouldAdvance = function()
            return not ZO_GammaAdjust_ShouldShow()
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("gammaAdjust")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "ShowEULA"
        end,
    },
    ["PlayIntroMovies"] =
    {
        ShouldAdvance = function()
            return not(g_mustPlayVideos or g_allowVideosToPlay)
        end,
        OnEnter = function()
            -- If you haven't played the videos, you can't skip them until they finish...
            local skipMode = g_mustPlayVideos and VIDEO_SKIP_MODE_NO_SKIP or VIDEO_SKIP_MODE_ALLOW_SKIP
            
            -- TODO: Determine if these videos need localization or subtitles...
            SetVideoCancelAllOnCancelAny(false)
            PlayVideo("Video/Bethesda_logo.bik", QUEUE_VIDEO, skipMode)
            ZO_PlayVideoAndAdvance("Video/ZOS_logo.bik", QUEUE_VIDEO, skipMode)
        end,
        GetStateTransitionData = function()
            return "ShowHavokSplashScreen"
        end,
        OnExit = function()
        end,
    },
    ["ShowLegalSplashScreen"] =
    {
        ShouldAdvance = function()
            return not(g_mustPlayVideos or g_allowVideosToPlay)
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("logoSplash")
        end,
        GetStateTransitionData = function()
            return "GammaAdjust"
        end,
        OnExit = function()
        end,
    },
    ["ShowHavokSplashScreen"] =
    {
        ShouldAdvance = function()
            return not(g_mustPlayVideos or g_allowVideosToPlay)
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("havokSplash")
        end,
        GetStateTransitionData = function()
            return "ShowLegalSplashScreen"
        end,
        OnExit = function()
        end,
    },
    ["Disconnect"] =
    {
        OnEnter = function()
            SetCVar("QuickLaunch", "0")
            PregameDisconnect()
        end,
        OnExit = function ()
        end,
    }
}
function PregameStateManager_AddStates(externalStates)
    for key, value in pairs(externalStates) do
        PregameStates[key] = value
    end
end
function PregameStateManager_SetState(stateName, ...)
    local newPregameState = PregameStates[stateName]
    local stateArgs = { ... }
    -- Because GetTransitionData returns the next state as the first argument, insert state name into this table.
    -- The actual arguments passed to OnEnter will be adjusted to account for it.
    table.insert(stateArgs, 1, stateName)
    if(newPregameState) then
        if(currentState) then
            PregameStates[currentState].OnExit()
        end
        previousState = currentState
        local foundState = false
        while(not foundState) do
            currentState = stateName
            local shouldAdvance = (newPregameState.ShouldAdvance == nil) or newPregameState.ShouldAdvance()
            if(shouldAdvance) then
                if(newPregameState and newPregameState.GetStateTransitionData) then
                    stateArgs = { newPregameState.GetStateTransitionData() }
                    stateName = stateArgs[1]
                    newPregameState = PregameStates[stateName]
                else
                    foundState = true
                end
            else
                foundState = true
            end
        end
        newPregameState.OnEnter(select(2, unpack(stateArgs)))
        CALLBACK_MANAGER:FireCallbacks("OnPregameEnterState", currentState)
    end
end
    if(PregameStateManager_GetCurrentState() == "AccountLogin") then
        CALLBACK_MANAGER:FireCallbacks("OnPregameEnterState", "AccountLogin")
    else
        PregameStateManager_SetState("AccountLogin")
    end
end
    local currentStateData = PregameStates[currentState]
    if(currentStateData and currentStateData.GetStateTransitionData) then
        PregameStateManager_SetState(currentStateData.GetStateTransitionData())
    else
        -- If there are no transition data, then we're not going anywhere...we'll be locked in the current state.
        -- Do not call this if you're not on a state with transition data
        assert(false)
    end
end
    return currentState
end
    return previousState
end
local function OnCharacterListReceived(eventCode, characterCount, maxCharacters, mostRecentlyPlayedCharacterId)
    local previousCharacterCount = g_characterCount or 0
    g_characterCount = characterCount
    -- This causes other systems to figure out what state to drop in to
    CALLBACK_MANAGER:FireCallbacks("PregameCharacterListReceived", characterCount, previousCharacterCount)
    -- if this hasn't been fired yet, then fire it (could have been a reload or coming from in-game)
end
-- Debugging utility...you must be at character select already to use this.
local function SetupUIReloadAfterLogin()
    g_careAboutLoading = false
    return "CharacterSelect"
    -- Return an invalid state, allow the character list receipt to figure out what state to advance to
end
local initialStateOverrideFn --= SetupUIReloadAfterLogin -- normally this is nil, it can be set to a custom function to allow the reload to drop into a desired state
    if loadingUpdates then
        EVENT_MANAGER:UnregisterForEvent("PregameStateManager", EVENT_AREA_LOAD_STARTED)
        EVENT_MANAGER:UnregisterForEvent("PregameStateManager", EVENT_SUBSYSTEM_LOAD_COMPLETE)
        loadingUpdates = false
    end
end
local function OnAreaLoadStarted()
end
    return PregameStateManager_GetCurrentState() == "CharacterCreate_PlayIntro"
end
    return PregameStateManager_GetCurrentState() == "CharacterSelect_PlayCinematic"
end
    return PregameStateManager_GetCurrentState() == "CharacterCreate"
end
local function OnCharacterSelected(eventCode, characterId)
    PregameStateManager_SetState("BeginLoadingIntoWorld")
end
end
    if(IsInCharacterCreateIntroState()) then
        if(PregameIsFullyLoaded() and g_isCharacterCreateIntroPlaying == false) then
            PregameStateManager_AdvanceState()
        end
    end
end
    if (IsInCharacterSelectCinematicState()) then
        if (PregameIsFullyLoaded() and g_isCharacterSelectCinematicPlaying == false) then
            PregameStateManager_AdvanceState()
        end
    end
end
local function OnSubsystemLoadComplete(eventId, subSystem)
    if(subSystem == LOADING_SYSTEM_GAME_DATA or subSystem == LOADING_SYSTEM_SHARED_CHARACTER_OBJECT) then
    end
    if(PregameIsFullyLoaded()) then
        if(IsInCharacterCreateIntroState()) then
            AttemptToAdvancePastCharacterCreateIntro()
        end
        CALLBACK_MANAGER:FireCallbacks("PregameFullyLoaded")
        UnregisterForLoadingUpdates()
    end
end
    if not loadingUpdates then
        EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_AREA_LOAD_STARTED, OnAreaLoadStarted)
        EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_SUBSYSTEM_LOAD_COMPLETE, OnSubsystemLoadComplete)
        loadingUpdates = true
    end
end
--
-- This can only be called from pregame, because of the way that the SetGuiHidden function is exposed.
--
local function ShowGui(eventCode, guiName, desiredState)
    local hidePregame = (guiName ~= "pregame")
    SetGuiHidden("pregame", hidePregame)
    SetGuiHidden("app", not hidePregame)
    if(guiName == "pregame") then
        if(initialStateOverrideFn) then
            desiredState = initialStateOverrideFn()
        end
        if(desiredState and (desiredState ~= "")) then
            PregameStateManager_SetState(desiredState, true)
        end
    end
end
function PregameStateManager_PlayCharacter(charId, loadOption)
    if(type(loadOption) == "string") then
        PregameStateManager_SetState(loadOption)
    else --We will need to revisit this once the tutorial gate is integrated into the build
        if(not IsGateInstalled("BaseGame")) then
            ZO_Dialogs_ShowDialog("GAME_DOWNLOAD_IN_PROGRESS")
        else
            SelectCharacterForPlay(charId, loadOption)
        end
    end
end
EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_CHARACTER_LIST_RECEIVED, OnCharacterListReceived)
EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_SHOW_GUI, ShowGui)
EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_CHARACTER_SELECTED_FOR_PLAY, OnCharacterSelected)