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simInit.lua
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simInit.lua
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---@declare-global
-- ==========================================================================================
-- * File : lua/simInit.lua
-- * Authors : Gas Powered Games, FAF Community, HUSSAR
-- * Summary : This is the sim-specific top-level lua initialization file. It is run at initialization time to set up all lua state for the sim.
-- * Copyright © 2005 Gas Powered Games, Inc. All rights reserved.
-- ==========================================================================================
-- Initialization order within the sim:
-- 1. __blueprints is filled in from preloaded data
-- 2. simInit.lua [this file] runs. It sets up infrastructure necessary to make Lua classes work etc.
-- if starting a new session:
-- 3a. ScenarioInfo is setup with info about the scenario
-- 4a. SetupSession() is called
-- 5a. Armies, brains, recon databases, and other underlying game facilities are created
-- 6a. BeginSession() is called, which loads the actual scenario data and starts the game
-- otherwise (loading a old session):
-- 3b. The saved lua state is deserialized
-- ==========================================================================================
-- Do global initialization and set up common global functions
doscript '/lua/globalInit.lua'
-- load legacy builder systems
doscript '/lua/system/GlobalPlatoonTemplate.lua'
doscript '/lua/system/GlobalBuilderTemplate.lua'
doscript '/lua/system/GlobalBuilderGroup.lua'
doscript '/lua/system/GlobalBaseTemplate.lua'
GameOverListeners = {}
WaitTicks = coroutine.yield
---@param n number
function WaitSeconds(n)
if n <= 0.1 then
WaitTicks(1)
return
end
WaitTicks(n * 10 + 1)
end
-- Hook some globals
doscript '/lua/SimHooks.lua'
-- Set up the sync table and some globals for use by scenario functions
doscript '/lua/SimSync.lua'
local syncStartPositions = false -- This is held here because the Sync table iFBlobas cleared between SetupSession() and BeginSession()
function ShuffleStartPositions(syncNewPositions)
local markers = ScenarioInfo.Env.Scenario.MasterChain._MASTERCHAIN_.Markers
local positionGroups = ScenarioInfo.Options.RandomPositionGroups
local positions = {}
if not positionGroups then
return
end
for _, group in positionGroups do
for _, num in group do
local name = 'ARMY_' .. num
local marker = markers[name]
if marker and marker.position then
positions[num] = {pos = marker.position, name = name}
end
end
local shuffledGroup = table.shuffle(group)
for i = 1, table.getn(group) do
local pos = positions[shuffledGroup[i]].pos
local name = positions[group[i]].name
if pos and markers[name] then
markers[name].position = pos
if syncNewPositions then
syncStartPositions[name] = pos
end
end
end
end
end
--SetupSession will be called by the engine after ScenarioInfo is set
--but before any armies are created.
function SetupSession()
import("/lua/ai/gridreclaim.lua").Setup()
ScenarioInfo.TriggerManager = import("/lua/triggermanager.lua").Manager
TriggerManager = ScenarioInfo.TriggerManager
-- assume there are no AIs
ScenarioInfo.GameHasAIs = false
-- if we're doing a campaign / special map then there may be AIs
if ScenarioInfo.type ~= 'skirmish' then
ScenarioInfo.GameHasAIs = true
SPEW("Detected a non-skirmish type map: enabling AI functionality")
end
-- if the map maker explicitly tells us
if ScenarioInfo.requiresAiFunctionality then
ScenarioInfo.GameHasAIs = true
SPEW("Detected the 'requiresAiFunctionality' field set by the map: enabling AI functionality")
end
-- LOG('SetupSession: ', repr(ScenarioInfo))
---@type AIBrain[]
ArmyBrains = {}
-- ScenarioInfo is a table filled in by the engine with fields from the _scenario.lua
-- file we're using for this game. We use it to store additional global information
-- needed by our scenario.
ScenarioInfo.PlatoonHandles = {}
ScenarioInfo.UnitGroups = {}
ScenarioInfo.UnitNames = {}
ScenarioInfo.VarTable = {}
ScenarioInfo.OSPlatoonCounter = {}
ScenarioInfo.BuilderTable = { Air = {}, Land = {}, Sea = {}, Gate = {} }
ScenarioInfo.BuilderTable.AddedPlans = {}
ScenarioInfo.MapData = { PathingTable = { Amphibious = {}, Water = {}, Land = {}, }, IslandData = {} }
-- ScenarioInfo.Env is the environment that the save file and scenario script file
-- are loaded into. We set it up here with some default functions that can be accessed
-- from the scenario script.
ScenarioInfo.Env = import("/lua/scenarioenvironment.lua")
--Check if ShareOption is valid, and if not then set it to ShareUntilDeath
local shareOption = ScenarioInfo.Options.Share
local globalOptions = import("/lua/ui/lobby/lobbyoptions.lua").globalOpts
local shareOptions = {}
for _,globalOption in globalOptions do
if globalOption.key == 'Share' then
for _,value in globalOption.values do
shareOptions[value.key] = true
end
break
end
end
if not shareOptions[shareOption] then
ScenarioInfo.Options.Share = 'ShareUntilDeath'
end
-- if build/enhancement restrictions chosen, set them up
local buildRestrictions, enhRestrictions = nil, {}
local restrictions = ScenarioInfo.Options.RestrictedCategories
if restrictions then
table.print(restrictions, 'RestrictedCategories')
local presets = import("/lua/ui/lobby/unitsrestrictions.lua").GetPresetsData()
for index, restriction in restrictions do
local preset = presets[restriction]
if not preset then -- custom restriction
LOG('restriction.custom: "'.. restriction ..'"')
-- using hash table because it is faster to check for restrictions later in game
enhRestrictions[restriction] = true
if buildRestrictions then
buildRestrictions = buildRestrictions .. " + (" .. restriction .. ")"
else
buildRestrictions = "(" .. restriction .. ")"
end
else -- preset restriction
if preset.categories then
LOG('restriction.preset "'.. preset.categories .. '"')
if buildRestrictions then
buildRestrictions = buildRestrictions .. " + (" .. preset.categories .. ")"
else
buildRestrictions = "(" .. preset.categories .. ")"
end
end
if preset.enhancements then
LOG('restriction.enhancement "'.. restriction .. '"')
table.print(preset.enhancements, 'restriction.enhancements ')
for _, enhancement in preset.enhancements do
enhRestrictions[enhancement] = true
end
end
end
end
end
if buildRestrictions then
LOG('restriction.build '.. buildRestrictions)
buildRestrictions = import("/lua/sim/categoryutils.lua").ParseEntityCategoryProperly(buildRestrictions)
-- add global build restrictions for all armies
import("/lua/game.lua").AddRestriction(buildRestrictions)
ScenarioInfo.BuildRestrictions = buildRestrictions
end
if not table.empty(enhRestrictions) then
--table.print(enhRestrictions, 'enhRestrictions ')
import("/lua/enhancementcommon.lua").RestrictList(enhRestrictions)
end
-- Loads the scenario saves and script files
-- The save file creates a table named "Scenario" in ScenarioInfo.Env,
-- containing most of the save data. We'll copy it up to a top-level global.
LOG('Loading save file: ',ScenarioInfo.save)
doscript('/lua/dataInit.lua')
doscript(ScenarioInfo.save, ScenarioInfo.Env)
Scenario = ScenarioInfo.Env.Scenario
local spawn = ScenarioInfo.Options.TeamSpawn
if spawn and table.find({'random_reveal', 'balanced_reveal', 'balanced_flex_reveal'}, spawn) then
-- Shuffles positions like normal but syncs the new positions to the UI
syncStartPositions = {}
ShuffleStartPositions(true)
elseif spawn and table.find({'random', 'balanced', 'balanced_flex'}, spawn) then
-- Prevents players from knowing start positions at start
ShuffleStartPositions(false)
end
LOG('Loading script file: ', ScenarioInfo.script)
doscript(ScenarioInfo.script, ScenarioInfo.Env)
ResetSyncTable()
end
-- OnCreateArmyBrain() is called by then engine as the brains are created, and we
-- use it to store off various useful bits of info.
-- The global variable "ArmyBrains" contains an array of AI brains, one for each army.
function OnCreateArmyBrain(index, brain, name, nickname)
-- switch out brains for non-human armies
local info = ScenarioInfo.ArmySetup[name]
if (not info.Human) then
local reference
local keys = import("/lua/aibrains/index.lua").keyToBrain
if (not info.Civilian) and (info.AIPersonality != '') then
-- likely a skirmish scenario
reference = keys[info.AIPersonality]
else
-- likely a campaign scenario
if ScenarioInfo.type != 'skirmish' then
reference = keys['campaign']
end
end
if reference then
local instance
if not table.empty(getmetatable(reference)) then
instance = reference
else
instance = import(reference[1])[reference[2]]
end
if instance then
setmetatable(brain, instance)
end
end
end
import("/lua/sim/scenarioutilities.lua").InitializeStartLocation(name)
import("/lua/sim/scenarioutilities.lua").SetPlans(name)
ArmyBrains[index] = brain
ArmyBrains[index].Name = name
ArmyBrains[index].Nickname = nickname
ArmyBrains[index].AI = info.AI
ArmyBrains[index].Human = info.Human
ArmyBrains[index].Civilian = info.Civilian
ScenarioInfo.PlatoonHandles[index] = {}
ScenarioInfo.UnitGroups[index] = {}
ScenarioInfo.UnitNames[index] = {}
InitializeArmyAI(name)
-- Add build restrictions to the army, if any are configured.
if ScenarioInfo.BuildRestrictions then
AddBuildRestriction(index, ScenarioInfo.BuildRestrictions)
end
-- check if this brain is an active AI by checking its type and whether
-- skirmish systems are setup (prevents detecting NEUTRAL_CIVILIAN or ARMY_17)
local brainType = brain.BrainType
local brainSkirmishSystems = brain.SkirmishSystems
if brainType == 'AI' and brainSkirmishSystems then
ScenarioInfo.GameHasAIs = true
SPEW("Detected an AI with skirmish systems: " .. brain.Name .. ", enabling AI functionality")
end
end
function InitializePrebuiltUnits(name)
ArmyInitializePrebuiltUnits(name)
end
-- BeginSession will be called by the engine after the armies are created (but without
-- any units yet) and we're ready to start the game. It's responsible for setting up
-- the initial units, alliances and any other gameplay state we need.
function BeginSession()
-- imported for side effects
import("/lua/sim/matchstate.lua").Setup()
import("/lua/sim/markerutilities.lua").Setup()
BeginSessionAI()
BeginSessionMapSetup()
BeginSessionEffects()
BeginSessionTeams()
import("/lua/sim/scenarioutilities.lua").CreateProps()
import("/lua/sim/scenarioutilities.lua").CreateResources()
import("/lua/sim/score.lua").init()
import("/lua/sim/recall.lua").init()
-- other logic at the start of the game --
Sync.EnhanceRestrict = import("/lua/enhancementcommon.lua").GetRestricted()
Sync.Restrictions = import("/lua/game.lua").GetRestrictions()
if syncStartPositions then
Sync.StartPositions = syncStartPositions
end
if not Sync.NewPlayableArea then
Sync.NewPlayableArea = {0, 0, ScenarioInfo.size[1], ScenarioInfo.size[2]}
end
-- keep track of user name for LOCs
local focusarmy = GetFocusArmy()
if focusarmy>=0 and ArmyBrains[focusarmy] then
LocGlobals.PlayerName = ArmyBrains[focusarmy].Nickname
end
-- add on game over callbacks
ForkThread(GameOverListenerThread)
-- keep track of units off map
OnStartOffMapPreventionThread()
-- trigger event for brains
for k, brain in ArmyBrains do
brain:OnBeginSession()
end
end
function GameOverListenerThread()
while not IsGameOver() do
WaitTicks(1)
end
for _, v in GameOverListeners do
v()
end
end
--- Setup for AI related logic and data
function BeginSessionAI()
Sync.GameHasAIs = ScenarioInfo.GameHasAIs
if ScenarioInfo.GameHasAIs then
local simMods = __active_mods or {}
for Index, ModData in simMods do
ModAIFiles = DiskFindFiles(ModData.location..'/lua/AI/CustomAIs_v2', '*.lua')
if ModAIFiles[1] then
for k,file in DiskFindFiles(ModData.location..'/lua/AI/PlatoonTemplates', '*.lua') do
import(file)
end
for k,file in DiskFindFiles(ModData.location..'/lua/AI/AIBuilders', '*.lua') do
import(file)
end
for k,file in DiskFindFiles(ModData.location..'/lua/AI/AIBaseTemplates', '*.lua') do
import(file)
end
end
end
-- import legacy templates, builder groups and builders
for k,file in DiskFindFiles('/lua/AI/PlatoonTemplates', '*.lua') do
import(file)
end
for k,file in DiskFindFiles('/lua/AI/AIBuilders', '*.lua') do
import(file)
end
for k,file in DiskFindFiles('/lua/AI/AIBaseTemplates', '*.lua') do
import(file)
end
-- allow for debugging code
ForkThread(
import("/lua/aibrains/utils/debug.lua").AIStateMachineVisualize
)
ForkThread(
import("/lua/aibrains/utils/debug.lua").AIStateMachineSyncMessages
)
end
end
--- Setup for map scripts
function BeginSessionMapSetup()
local ok, msg = pcall(ScenarioInfo.Env.OnPopulate, ScenarioInfo)
if not ok then
WARN(msg)
end
local ok, msg = pcall(ScenarioInfo.Env.OnStart, ScenarioInfo)
if not ok then
WARN(msg)
end
end
--- Setup for team manangement
function BeginSessionTeams()
-- up until this point all armies are considered to be enemies for skirmish maps,
-- we correct that here by applying the team setup of the lobby
-- Look for teams
local teams = {}
for name,army in ScenarioInfo.ArmySetup do
if army.Team > 1 then
if not teams[army.Team] then
teams[army.Team] = {}
end
table.insert(teams[army.Team],army.ArmyIndex)
end
end
if ScenarioInfo.Options.TeamLock == 'locked' then
ScenarioInfo.TeamGame = true
end
-- Set up the teams we found
for team,armyIndices in teams do
for k,index in armyIndices do
for k2,index2 in armyIndices do
SetAlliance(index,index2,"Ally")
end
ArmyBrains[index].RequestingAlliedVictory = true
end
end
-- setup special team options
if ScenarioInfo.Options.CommonArmy == 'Union' then
BeginSessionUnionArmy(teams)
elseif ScenarioInfo.Options.CommonArmy == 'Common' then
BeginSessionCommonArmy(teams)
end
end
--- Setup for union army, where all teams can control the units of its allies
function BeginSessionUnionArmy(teams)
local humanIndex = 0
for i, brain in ArmyBrains do
if brain.BrainType ~= 'Human' then continue end
for i2, _ in ArmyBrains do
if not IsAlly(i, i2) then continue end
SetCommandSource(i2 - 1, humanIndex, true)
end
humanIndex = humanIndex + 1
end
end
--- Setup for common army, where all teams are batched together into one army
function BeginSessionCommonArmy(teams)
local humanIndex = 0
local IsHuman = {}
for _, brain in ArmyBrains do
if brain.BrainType == 'Human' then
table.insert(IsHuman, humanIndex)
humanIndex = humanIndex + 1
else
table.insert(IsHuman, false)
end
end
local teamIndex = 1
for _, armyIndices in teams do
for _, i in armyIndices do
if ArmyBrains[i].BrainType ~= 'Human' then continue end
ArmyBrains[i].Nickname = 'Team ' .. tostring(teamIndex)
teamIndex = teamIndex + 1
for _, i2 in armyIndices do
if (i2 == i) or (not IsHuman[i2]) then continue end
ArmyBrains[i2].Nickname = 'Merged'
ArmyBrains[i2].Status = 'Defeat'
SetArmyOutOfGame(i2)
local Units = ArmyBrains[i2]:GetListOfUnits(categories.COMMAND, false, true)
ForkThread(MergeArmyPair, i, i2, Units[1], IsHuman[i2])
end
break
end
end
end
---@param into integer
---@param from integer
---@param comm Unit
---@param humanIndex integer
function MergeArmyPair(into, from, comm, humanIndex)
if comm then
repeat
WaitTicks(1)
until
not comm:IsUnitState("Busy") and
not comm:IsUnitState("UnSelectable") and
not comm:IsUnitState("BlockCommandQueue")
end
SetCommandSource(from - 1, humanIndex, false)
SetCommandSource(into - 1, humanIndex, true)
SetArmyUnitCap(into, GetArmyUnitCap(into) + GetArmyUnitCap(from))
Units = ArmyBrains[from]:GetListOfUnits(categories.ALLUNITS, false, true)
for _, unit in Units do
ChangeUnitArmy(unit, into, true)
end
local v1 = ArmyBrains[into]:GetEconomyStored("MASS") + ArmyBrains[from]:GetEconomyStored("MASS")
local v2 = ArmyBrains[into]:GetEconomyStored("ENERGY") + ArmyBrains[from]:GetEconomyStored("ENERGY")
SetArmyEconomy(into, v1, v2)
if from == GetFocusArmy() then
SetFocusArmy(into - 1)
end
end
--- Setup for map effects
function BeginSessionEffects()
local markers = import("/lua/sim/scenarioutilities.lua").GetMarkers()
local Entity = import("/lua/sim/entity.lua").Entity
local EffectTemplate = import("/lua/effecttemplates.lua")
if markers then
for k, v in markers do
if v.type == 'Effect' then
local EffectMarkerEntity = Entity()
Warp(EffectMarkerEntity, v.position)
EffectMarkerEntity:SetOrientation(OrientFromDir(v.orientation), true)
for k, v in EffectTemplate [v.EffectTemplate] do
CreateEmitterAtBone(EffectMarkerEntity,-2,-1,v):ScaleEmitter(v.scale or 1):OffsetEmitter(v.offset.x or 0, v.offset.y or 0, v.offset.z or 0)
end
end
end
end
end
-- forks a thread that performs off-map prevention
function OnStartOffMapPreventionThread()
OffMappingPreventThread = ForkThread(import("/lua/scenarioframework.lua").AntiOffMapMainThread)
ScenarioInfo.OffMapPreventionThreadAllowed = true
--WARN('success')
end
-- OnPostLoad called after loading a saved game
function OnPostLoad()
import("/lua/scenarioframework.lua").OnPostLoad()
import("/lua/simobjectives.lua").OnPostLoad()
import("/lua/sim/simuistate.lua").OnPostLoad()
import("/lua/simping.lua").OnArmyChange()
import("/lua/simpinggroup.lua").OnPostLoad()
import("/lua/simdialogue.lua").OnPostLoad()
import("/lua/simsync.lua").OnPostLoad()
if GetFocusArmy() ~= -1 then
Sync.SetAlliedVictory = ArmyBrains[GetFocusArmy()].RequestingAlliedVictory or false
end
end
-- these imports break cycle dependencies of import sequences of mods
import('/lua/scenarioframework.lua')
import('/lua/sim/scenarioutilities.lua')
import("/lua/ai/aiutilities.lua")
import("/lua/ai/sorianutilities.lua")
import("/lua/ai/aiattackutilities.lua")