Back to Home

ESO Lua File v100020

pregame/statemanager/pregamestatemanager.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
    return GetCVar("HasPlayedPregameVideo") == "0"
end
    return GetCVar("SkipPregameVideos") == "0"
end
ZO_PREGAME_CHARACTER_COUNT = 0
ZO_PREGAME_FIRED_CHARACTER_CONSTRUCTION_READY = false
ZO_PREGAME_CHARACTER_LIST_RECEIVED = false
ZO_PREGAME_HAD_GLOBAL_ERROR = false
ZO_PREGAME_IS_CHAPTER_OPENING_CINEMATIC_PLAYING = false
ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING = false
local QUEUE_VIDEO = false
local currentState = nil
local previousState = nil
local loadingUpdates = false
function Pregame_ShowScene(sceneName)
    SCENE_MANAGER:Show(sceneName)
    ZO_Dialogs_ReleaseAllDialogsExcept("HANDLE_ERROR", "HANDLE_ERROR_WITH_HELP")
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 ZO_PREGAME_FIRED_CHARACTER_CONSTRUCTION_READY and IsPregameCharacterConstructionReady() and ZO_PREGAME_CHARACTER_LIST_RECEIVED then
        ZO_PREGAME_FIRED_CHARACTER_CONSTRUCTION_READY = true
        CALLBACK_MANAGER:FireCallbacks("OnCharacterConstructionReady")
    end
end
do
    local OPENING_CINEMATIC =
    {
        [CHAPTER_BASE_GAME] = "Video/Opening_Cinematic_$(officialLanguage).bik",
        [CHAPTER_VOLCANO] = "Video/Morrowind_Opener_$(officialLanguage).bik",
    }
    function AttemptToPlayIntroCinematic()
        SetVideoCancelAllOnCancelAny(true)
        local highestUnlockedChapter = GetHighestUnlockedChapter()
        local videoPath = OPENING_CINEMATIC[highestUnlockedChapter]
        if videoPath then
            ZO_PlayVideoAndAdvance(videoPath, QUEUE_VIDEO, VIDEO_SKIP_MODE_REQUIRE_CONFIRMATION_FOR_SKIP)
        else
            ZO_PlayVideoAndAdvance("Video/Opening_Cinematic_$(officialLanguage).bik", QUEUE_VIDEO, VIDEO_SKIP_MODE_REQUIRE_CONFIRMATION_FOR_SKIP)
        end
    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 ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING then
                AttemptToPlayIntroCinematic()
                ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING = true
                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)
            ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING = false
            if IsInGamepadPreferredMode() then
                GAMEPAD_OPTIONS:SetGamepadOptionsInputBlocked(false)
            end
        end,
        
        OnExit = function()
        end
    },
    ["PlayChapterOpeningCinematic"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            AttemptToPlayIntroCinematic()
            ZO_PREGAME_IS_CHAPTER_OPENING_CINEMATIC_PLAYING = true
            SCENE_MANAGER:ShowBaseScene()
        end,
        GetStateTransitionData = function()
            return "WaitForGameDataLoaded"
        end,
        OnExit = function()
        end,
    },
    ["WaitForGameDataLoaded"] =
    {
        ShouldAdvance = function()
            local loaded, total = GetDataLoadStatus()
            return loaded == total
        end,
        OnEnter = function()
            SuppressWorldList()
            RegisterForLoadingUpdates()
            -- Make sure we aren't showing a scene here if we
            -- didn't show the cinematic before switching to this scene
            SCENE_MANAGER:ShowBaseScene()
        end,
        
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "ChapterUpgradeInterstitial"
        end
    },
    ["CharacterCreateFadeIn"] = 
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            ZO_CharacterCreate_FadeIn()
        end,
        GetStateTransitionData = function()
            return "CharacterCreate"
        end,
        OnExit = function()
        end,
    },
    ["CharacterCreate"] =
    {
        OnEnter = function(allowAnimation)
            ZO_CHARACTERCREATE_MANAGER:SetCharacterMode(CHARACTER_MODE_CREATION)
            local characterCreate = SYSTEMS:GetObject(ZO_CHARACTER_CREATE_SYSTEM_NAME)
            characterCreate:Reset()
            characterCreate:InitializeForCharacterCreate()
            if IsInGamepadPreferredMode() then
                Pregame_ShowScene("gamepadCharacterCreate")
            else
                Pregame_ShowScene("gameMenuCharacterCreate")
                -- PEGI update currently only needs to be shown on PC
                if DoesPlatformRequirePregamePEGI() and not HasAgreedToPEGI() then
                    ZO_Dialogs_ShowDialog("PEGI_COUNTRY_SELECT")
                end
            end
        end,
        OnExit = function()
            ZO_Dialogs_ReleaseDialog("CHARACTER_CREATE_CREATING")
            SetCharacterCameraZoomAmount(-1) -- zoom all the way out when leaving this state
        end
    },
    ["CharacterCreate_Barbershop"] =
    {
        OnEnter = function(allowAnimation)
            if IsInGamepadPreferredMode() then
                Pregame_ShowScene("gamepadCharacterCreate")
            else
                Pregame_ShowScene("gameMenuCharacterCreate")
            end
        end,
        OnExit = function()
            ZO_Dialogs_ReleaseDialog("CHARACTER_CREATE_CREATING")
            SetCharacterCameraZoomAmount(-1) -- zoom all the way out when leaving this state
        end
    },
    ["ChapterUpgrade"] =
    {
        ShouldAdvance = function()
            return false
        end,
        OnEnter = function()
            if IsConsoleUI() then
                Pregame_ShowScene("chapterUpgradeGamepad")
            else
                Pregame_ShowScene("chapterUpgradeKeyboard")
            end
        end,
        
        GetStateTransitionData = function()
            return "CharacterSelect"
        end,
        OnExit = function()
        end,
    },
    ["ChapterUpgradeInterstitial"] =
    {
        ShouldAdvance = function()
            return not ZO_ChapterUpgrade_ShouldShow()
        end,
        OnEnter = function()
            if IsConsoleUI() then
                Pregame_ShowScene("chapterUpgradeGamepad")
            else
                Pregame_ShowScene("chapterUpgradeKeyboard")
            end
        end,
        
        GetStateTransitionData = function()
            return "WaitForCharacterDataLoaded"
        end,
        OnExit = function()
        end,
    },
    ["WaitForCharacterDataLoaded"] =
    {
        ShouldAdvance = function()
            return IsPregameCharacterConstructionReady()
        end,
        OnEnter = function()
        end,
        GetStateTransitionData = function()
            if ZO_PREGAME_CHARACTER_COUNT > 0 then
                return "CharacterSelect"
            else
                return "CharacterCreateFadeIn"
            end
        end,
        OnExit = function()
        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
    },
    ["ScreenAdjust"] =
    {
        ShouldAdvance = function()
            return not IsConsoleUI()
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("screenAdjust")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "GammaAdjust"
        end,
    },
    ["ScreenAdjustIntro"] =
    {
        ShouldAdvance = function()
            return not IsConsoleUI() or GetCVar("PregameScreenAdjustEnabled") ~= "1"
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("screenAdjustIntro")
            SetCVar("PregameScreenAdjustEnabled", "false")
        end,
        OnExit = function()
        end,
        GetStateTransitionData = function()
            return "GammaAdjust"
        end,
    },
    ["GammaAdjust"] =
    {
        ShouldAdvance = function()
            return not ZO_GammaAdjust_NeedsFirstSetup()
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("gammaAdjust")
        end,
        OnExit = function()
            SetCVar("PregameGammaCheckEnabled", "false")
        end,
        GetStateTransitionData = function()
            if IsConsoleUI() or not DoesPlatformSelectServer() then
                return "ShowEULA"
            else
                return "ServerSelectIntro"
            end
        end,
    },
    ["PlayIntroMovies"] =
    {
        ShouldAdvance = function()
            return not(ZO_Pregame_MustPlayVideos() or ZO_Pregame_AllowVideosToPlay())
        end,
        OnEnter = function()
            -- If you haven't played the videos, you can't skip them until they finish...
            local skipMode
            if IsConsoleUI() then
                skipMode = VIDEO_SKIP_MODE_ALLOW_SKIP
            else
                skipMode = ZO_Pregame_MustPlayVideos() and VIDEO_SKIP_MODE_NO_SKIP or VIDEO_SKIP_MODE_ALLOW_SKIP
            end
            -- 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(ZO_Pregame_MustPlayVideos() or ZO_Pregame_AllowVideosToPlay())
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("logoSplash")
        end,
        GetStateTransitionData = function()
            return "ScreenAdjustIntro"
        end,
        OnExit = function()
        end,
    },
    ["ShowHavokSplashScreen"] =
    {
        ShouldAdvance = function()
            return not(ZO_Pregame_MustPlayVideos() or ZO_Pregame_AllowVideosToPlay())
        end,
        OnEnter = function()
            SCENE_MANAGER:Show("havokSplash")
        end,
        GetStateTransitionData = function()
            return "ShowDMMVideo"
        end,
        OnExit = function()
        end,
    },
    ["ShowDMMVideo"] =
    {
        ShouldAdvance = function()
            local serviceType = GetPlatformServiceType()
            return not(serviceType == PLATFORM_SERVICE_TYPE_DMM and (ZO_Pregame_MustPlayVideos() or ZO_Pregame_AllowVideosToPlay()))
        end,
        OnEnter = function()
            local skipMode = ZO_Pregame_MustPlayVideos() and VIDEO_SKIP_MODE_NO_SKIP or VIDEO_SKIP_MODE_ALLOW_SKIP
            ZO_PlayVideoAndAdvance("Video/jp_DMM_logo.bik", QUEUE_VIDEO, skipMode)
        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
-- this will only advance the state if we are currently in the state passed in
    if currentState == state then
    end
end
    return currentState
end
    return previousState
end
local function OnCharacterListReceived(eventCode, characterCount, maxCharacters, mostRecentlyPlayedCharacterId)
    ZO_PREGAME_CHARACTER_LIST_RECEIVED = true
    ZO_PREGAME_CHARACTER_COUNT = characterCount
    local highestUnlockedChapter = GetHighestUnlockedChapter()
    local highestSeenOpening = tonumber(GetCVar("HighestChapterOpeningCinematicSeen"))
    if highestUnlockedChapter > highestSeenOpening then
        SetCVar("HighestChapterOpeningCinematicSeen", highestUnlockedChapter)
        ZO_SavePlayerConsoleProfile()
        -- Play intro movie
        PregameStateManager_SetState("PlayChapterOpeningCinematic")
    else
        -- Go to character create/select as necessary after we have our data
        -- If we are already at CharacterSelect when we get the character list, then we don't need to move
        -- This could happen when we rename or delete a character
        if PregameStateManager_GetCurrentState() ~= "CharacterSelect" then
            PregameStateManager_SetState("WaitForGameDataLoaded")
        elseif characterCount == 0 then
            -- However, if we delete our last character then we need to switch to CharacterCreate
            -- so we can create a new character. We also want to avoid CharacterCreateFadeIn since
            -- that won't transition very nicely between CharacterSelect and CharacterCreate
            -- We are also assuming here that we already have character data since we were at character select
            PregameStateManager_SetState("CharacterCreate")
        end
    end
    -- 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() == "PlayChapterOpeningCinematic"
end
    return PregameStateManager_GetCurrentState() == "CharacterSelect_PlayCinematic"
end
    return PregameStateManager_GetCurrentState() == "CharacterCreate"
end
local function OnCharacterSelected(eventCode, characterId)
    PregameStateManager_SetState("BeginLoadingIntoWorld")
end
end
        if PregameIsFullyLoaded() and ZO_PREGAME_IS_CHAPTER_OPENING_CINEMATIC_PLAYING == false then
            PregameStateManager_AdvanceState()
        end
    end
end
    if (IsInCharacterSelectCinematicState()) then
        if (PregameIsFullyLoaded() and ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING == 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
        -- LOADING_SYSTEM_GAME_DATA loads before LOADING_SYSTEM_SHARED_CHARACTER_OBJECT so if we hit either
        -- of those then the game data is loaded
        if subSystem == LOADING_SYSTEM_GAME_DATA then
            PregameStateManager_AdvanceStateFromState("WaitForGameDataLoaded")
        elseif subSystem == LOADING_SYSTEM_SHARED_CHARACTER_OBJECT then
            PregameStateManager_AdvanceStateFromState("WaitForCharacterDataLoaded")
        end
    end
    if PregameIsFullyLoaded() then
        if IsPlayingChapterOpeningCinematic() then
        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
local function OnShowPregameGuiInState(eventCode, desiredState)
    SetGuiHidden("pregame", false)
    if initialStateOverrideFn then
        desiredState = initialStateOverrideFn()
    end
    if desiredState and desiredState ~= "" then
        PregameStateManager_SetState(desiredState, true)
    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
        CALLBACK_MANAGER:FireCallbacks("OnCharacterLoadRequested")
        SelectCharacterForPlay(charId, loadOption)
    end
end
    ZO_PREGAME_HAD_GLOBAL_ERROR = false
end
EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_CHARACTER_LIST_RECEIVED, OnCharacterListReceived)
EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_SHOW_PREGAME_GUI_IN_STATE, OnShowPregameGuiInState)
EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_CHARACTER_SELECTED_FOR_PLAY, OnCharacterSelected)