ESO Lua File v100012

pregame/statemanager/console/pregamestates_console.lua

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local GAMEPAD_WAIT_FOR_PREGAME_FULLY_LOADED_SCENE = ZO_Scene:New("gamepadWaitForPregameFullyLoaded", SCENE_MANAGER)
local consolePregameStates =
{
    ["WaitForPregameFullyLoaded"] =
    {
        ShouldAdvance = function()
            return PregameIsFullyLoaded()
        end,
        OnEnter = function()
            RegisterForLoadingUpdates()
            PregameStateManager_UpdateRealmName()
            SuppressWorldList()
            Pregame_ShowScene("gamepadWaitForPregameFullyLoaded")
        end,
        
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "CharacterSelect"
        end
    },
    
    ["CharacterSelect"] =
    {
        OnEnter = function()
            Pregame_ShowScene("gamepadCharacterSelect")
        end,
        OnExit = function()
        end
    },
    ["ShowLegalSplashScreen"] =
    {
        ShouldAdvance = function()
            return not(ZO_Pregame_MustPlayVideos() or ZO_Pregame_AllowVideosToPlay())
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("logoSplash")
        end,
        GetStateTransitionData = function()
            return "AccountLogin"
        end,
        OnExit = function()
        end,
    },
    ["AccountLogin"] =
    {
        ShouldAdvance = function()
            -- TODO: This may not be valid on console, however should be convenient for
            -- developement.
            return GetCVar("QuickLaunch") == "1"
        end,
        OnEnter = function()
            PregamePrepareForProfile()
            PregameLogout()
            
            ZO_PREGAME_FIRED_CHARACTER_CONSTRUCTION_READY = false
            ZO_PREGAME_CHARACTER_LIST_RECEIVED = false
            ZO_PREGAME_CHARACTER_COUNT = 0
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:SetImagesFragment(nil) -- Remove any previously set fragment.
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:SetBackgroundFragment(CLOUDS_BACKGROUND_FRAGMENT)
            WORLD_SELECT_GAMEPAD:SetImagesFragment(nil) -- Remove any previously set fragment.
            WORLD_SELECT_GAMEPAD:SetBackgroundFragment(CLOUDS_BACKGROUND_FRAGMENT)
            -- Reset screen overscan/gamma and audio settings
            SetOverscanOffsets(0, 0, 0, 0)
            SetCVar("GAMMA_ADJUSTMENT", 100)
            ResetToDefaultSettings(SETTING_TYPE_AUDIO)
            SCENE_MANAGER:Show("PregameInitialScreen_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "InitialGameStartup"
        end,
    },
     ["InitialGameStartup"] =
    {
        ShouldAdvance = function()
            return not IsConsoleUI() or GetCVar("IsServerSelected") == "1"
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("InitialGameStartup")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "GameStartup"
        end,
    },
     ["GameStartup"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("GameStartup")
        end,
        GetStateTransitionData = function()
            return "ScreenAdjustIntro"
        end,
        OnExit = function()
        end,
    },
    ["ShowEULA"] =
    {
        ShouldAdvance = function()
            -- TODO: Add checks for other legal agreements, if needed.
            return ZO_HasAgreedToEULA()
        end,
        OnEnter = function()
            LEGAL_AGREEMENT_SCREEN_CONSOLE:ShowEULA()
            SCENE_MANAGER:Show("LegalAgreementsScreen_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
    ["CreateLinkAccount"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("CreateLinkAccountScreen_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
    ["NoCreateLinkAccountLoading"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
               local platform = GetUIPlatform()
               
               --Smoke video audio fade out to prevent audio clicking on console due to load time hitches
            --4 seconds seems to be a good fade out time for here
               if platform == UI_PLATFORM_PS4 or platform == UI_PLATFORM_XBOX then
                    SetCurrentVideoPlaybackVolume(0.0, 4.0)
               end
               
            if(IsConsoleUI() and platform == UI_PLATFORM_PC) then
                -- should only ever hit this on internal builds testing with PC
                CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", ZO_PCBypassConsoleLogin, GetString(SI_CONSOLE_PREGAME_LOADING))
            else
                CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", PregameBeginLoginConsole, GetString(SI_CONSOLE_PREGAME_LOADING))
            end
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "WorldSelect"
        end,
    },
    ["LegalAgreements"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            LEGAL_AGREEMENT_SCREEN_CONSOLE:ShowFetchedDocs()
            SCENE_MANAGER:Show("LegalAgreementsScreen_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "AcceptLegalDocs"
        end,
    },
    ["AcceptLegalDocs"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", AcceptLegalDocs, GetString(SI_CONSOLE_PREGAME_LOADING))
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
    ["WorldSelect"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("WorldSelect_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            local worldIndex, worldName = WORLD_SELECT_GAMEPAD:GetSelectedWorldInformation()
            return "WorldConnectLoading", worldIndex, worldName
        end,
    },
    ["WorldConnectLoading"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(worldIndex, worldName)
            local function LocalSelectWorld()
                SelectWorld(worldIndex)
            end
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", LocalSelectWorld, zo_strformat(SI_CONNECTING_TO_REALM, worldName))
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "WaitForPregameFullyLoaded"
        end,
    },
    ["CreateAccountSetup"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("CreateLinkAccount", LoadCountryDataConsole, GetString(SI_CONSOLE_PREGAME_LOADING))
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "CreateAccount"
        end,
    },
    ["CreateAccount"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("CreateAccount_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "CreateAccountLoading", CREATE_ACCOUNT_GAMEPAD.enteredEmail, CREATE_ACCOUNT_GAMEPAD.ageValid, CREATE_ACCOUNT_GAMEPAD.emailSignup, CREATE_ACCOUNT_GAMEPAD.countryCode
        end,
    },
    ["CreateAccountLoading"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(email, ageValid, emailSignup, country)
            local function CreateAccount()
                PregameSetAccountCreationInfo(email, ageValid, emailSignup, country)
                PregameCreateAccount()
            end
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", CreateAccount, GetString(SI_CONSOLE_PREGAME_CREATING_ACCOUNT), CREATE_ACCOUNT_BACKGROUND_FRAGMENT, CREATE_ACCOUNT_IMAGES_FRAGMENT_CONSOLE)
            WORLD_SELECT_GAMEPAD:SetImagesFragment(CREATE_ACCOUNT_IMAGES_FRAGMENT_CONSOLE)
            WORLD_SELECT_GAMEPAD:SetBackgroundFragment(CREATE_ACCOUNT_BACKGROUND_FRAGMENT)
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "CreateAccountFinished"
        end,
    },
    
    ["CreateAccountFinished"] = 
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(username, password)
            SCENE_MANAGER:Show("CreateAccount_Gamepad_Final")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
    ["LinkAccount"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("LinkAccount_Gamepad")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "ConfirmLinkAccount", LINK_ACCOUNT_GAMEPAD.username, LINK_ACCOUNT_GAMEPAD.password
        end,
    },
    ["ConfirmLinkAccount"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(username, password)
            CONFIRM_LINK_ACCOUNT_SCREEN_GAMEPAD:Show(username, password)
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            local username, password = CONFIRM_LINK_ACCOUNT_SCREEN_GAMEPAD:GetUsernamePassword()
            return "LinkAccountLoading", username, password
        end,
    },
    ["LinkAccountLoading"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(username, password)
            local function LinkAccount()
                if(IsConsoleUI() and GetUIPlatform() ~= UI_PLATFORM_PC) then
                    PregameLinkAccount(username, password)
                else
                    PregameStateManager_AdvanceState()
                end
            end
            CREATE_LINK_LOADING_SCREEN_GAMEPAD:Show("AccountLogin", LinkAccount, GetString(SI_CONSOLE_PREGAME_LINKING_ACCOUNT), LINK_ACCOUNT_BACKGROUND_FRAGMENT, LINK_ACCOUNT_IMAGES_FRAGMENT_CONSOLE)
            WORLD_SELECT_GAMEPAD:SetImagesFragment(LINK_ACCOUNT_IMAGES_FRAGMENT_CONSOLE)
            WORLD_SELECT_GAMEPAD:SetBackgroundFragment(LINK_ACCOUNT_BACKGROUND_FRAGMENT)
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "LinkAccountFinished"
        end,
    },
    ["LinkAccountFinished"] = 
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function(username, password)
            SCENE_MANAGER:Show("LinkAccountScreen_Gamepad_Final")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "NoCreateLinkAccountLoading"
        end,
    },
}
PregameStateManager_AddStates(consolePregameStates)
--This will probably need to be more robust (similar to non console PregameStates) as more pregame comes online
local function OnVideoPlaybackComplete()
    EVENT_MANAGER:UnregisterForEvent("PregameStateManager", EVENT_VIDEO_PLAYBACK_COMPLETE)
    if(not ZO_PREGAME_HAD_GLOBAL_ERROR) then
        if(ZO_PREGAME_IS_CHARACTER_CREATE_INTRO_PLAYING) then
            ZO_PREGAME_IS_CHARACTER_CREATE_INTRO_PLAYING = false
            AttemptToAdvancePastCharacterCreateIntro()
        elseif (ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING) then
            ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING = false
        else
            if(not IsInCharacterCreateState()) then
                PregameStateManager_AdvanceState()
            end
        end
    else
        -- error cases just reset the flags
        ZO_PREGAME_IS_CHARACTER_CREATE_INTRO_PLAYING = false
        ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING = false
    end
end
function ZO_PlayVideoAndAdvance(...)
    EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_VIDEO_PLAYBACK_COMPLETE, OnVideoPlaybackComplete)
    PlayVideo(...)
end
    local logoutError, globalErrorCode = GetErrorQueuedFromIngame()
    ZO_PREGAME_HAD_GLOBAL_ERROR = true
    local errorString
    local errorStringFormat
    if logoutError ~= nil and logoutError ~= LOGOUT_ERROR_UNKNOWN_ERROR then
        errorStringFormat = GetString("SI_LOGOUTERROR", logoutError)
        if errorStringFormat ~= ""  then
            errorString = zo_strformat(errorStringFormat, GetGameURL())
        end
    elseif globalErrorCode ~= nil and globalErrorCode ~= GLOBAL_ERROR_CODE_NO_ERROR then
        -- if the error code is not in LogoutReason then it is probably in the GlobalErrorCode enum
        errorStringFormat = GetString("SI_GLOBALERRORCODE", globalErrorCode)
        if errorStringFormat ~= ""  then
            errorString = zo_strformat(errorStringFormat, globalErrorCode)
        end
    end
    if(errorString == "") then
        errorString = zo_strformat(SI_UNEXPECTED_ERROR, GetString(SI_HELP_URL))
    end
    PREGAME_INITIAL_SCREEN_CONSOLE:ShowError(nil, errorString)
end
local function OnServerDisconnectError(eventCode)
    local FORCE = true
end
local function OnProfileLoginResult(event, isSuccess, profileError)
     --Don't return to IIS if we're on Server Select and NO_PROFILE was returned because they probably cancelled the selection
    if isSuccess == false and not (profileError == PROFILE_LOGIN_ERROR_NO_PROFILE and SCENE_MANAGER:IsShowing("GameStartup"))  then
        local errorString
        local errorStringFormat = GetString("SI_PROFILELOGINERROR", profileError)
        if errorStringFormat == ""  then
            errorStringFormat = GetString("SI_PROFILELOGINERROR", PROFILE_LOGIN_ERROR_UNKNOWN_ERROR)
        end
        errorString = zo_strformat(errorStringFormat, GetString(SI_HELP_URL))
        PREGAME_INITIAL_SCREEN_CONSOLE:ShowError(GetString(SI_PROFILE_LOAD_FAILED_TITLE), errorString)
    end
end
local function OnPregameFullyLoaded()
    PregameStateManager_AdvanceStateFromState("WaitForPregameFullyLoaded")
end
local function PregameStateManager_Initialize()
    EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_DISCONNECTED_FROM_SERVER, OnServerDisconnectError)
    EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_PROFILE_LOGIN_RESULT, OnProfileLoginResult)
    CALLBACK_MANAGER:RegisterCallback("PregameFullyLoaded", OnPregameFullyLoaded)
end