ESO Lua File v100012

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
    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_CHARACTER_CREATE_INTRO_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
    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 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
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
                ZO_PREGAME_IS_CHARACTER_SELECT_CINEMATIC_PLAYING = 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)
            ZO_PREGAME_IS_CHARACTER_CREATE_INTRO_PLAYING = true
            ZO_CharacterCreate_PrepareFadeFromMovie()
            SCENE_MANAGER:ShowBaseScene()
        end,
        GetStateTransitionData = function()
            return "CharacterCreate_FromIntro"
        end,
        OnExit = function()
            if(ZO_PREGAME_HAD_GLOBAL_ERROR) 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()
                if 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
    },
    ["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()
            return "ShowEULA"
        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 "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
    local previousCharacterCount = ZO_PREGAME_CHARACTER_COUNT or 0
    ZO_PREGAME_CHARACTER_COUNT = 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 ZO_PREGAME_IS_CHARACTER_CREATE_INTRO_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
    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
        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_GUI, ShowGui)
EVENT_MANAGER:RegisterForEvent("PregameStateManager", EVENT_CHARACTER_SELECTED_FOR_PLAY, OnCharacterSelected)