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RandomWorldEvents.lua
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1129 lines (975 loc) · 45.7 KB
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-- =========================================================
-- Random World Events (version 2.1.3.0) - FS25 Conversion
-- =========================================================
-- Random events that can occur. Settings can be changed!
-- =========================================================
-- Author: TisonK
-- =========================================================
-- COPYRIGHT NOTICE:
-- All rights reserved. Unauthorized redistribution, copying,
-- or claiming this code as your own is strictly prohibited.
-- Original author: TisonK
-- =========================================================
local modDirectory = g_currentModDirectory
local modName = g_currentModName
-- Resolve mod version once at load time so it's available everywhere.
local modVersion = "?"
do
local ok, info = pcall(function()
return g_modManager and g_modManager:getModByName(modName)
end)
if ok and info and info.version then modVersion = info.version end
end
---@class RandomWorldEvents
RandomWorldEvents = {
MOD_NAME = modName,
VERSION = modVersion,
events = {
enabled = true,
frequency = 5,
intensity = 2,
showNotifications = true,
showWarnings = true,
showHUD = true,
cooldown = 30,
weatherEvents = false,
economicEvents = true,
vehicleEvents = true,
fieldEvents = true,
wildlifeEvents = true,
specialEvents = true,
debugLevel = 1
},
-- HUD scale stored at top-level (not under events/physics) for clarity
hudScale = 1.0,
debug = {
enabled = false,
debugLevel = 1,
showDebugInfo = false
},
physics = {
enabled = true,
wheelGripMultiplier = 1.0,
articulationDamping = 0.5,
comStrength = 1.0,
suspensionStiffness = 1.0,
showPhysicsInfo = false,
debugMode = false
},
modDirectory = modDirectory,
isInitialized = false,
needsSave = false,
saveTime = nil,
-- HUD instance (created in loadGUI)
eventHUD = nil,
-- Per-tick handler table populated by event modules.
-- Each entry: [name] = function(rweInstance) ... end
-- Called from applyActiveEventEffects() while an event is active.
tickHandlers = {}
}
RandomWorldEvents.EVENT_STATE = {
activeEvent = nil,
eventStartTime = 0,
eventDuration = 0,
eventData = {},
history = {},
cooldownUntil = 0,
-- Immersion: midpoint callback tracking
midpointFired = false,
-- Immersion: ambient message cycling
-- nextAmbientTime = absolute game-time (ms) when next ambient msg fires
nextAmbientTime = 0,
ambientMsgIndex = 1,
}
RandomWorldEvents.EVENTS = {}
RandomWorldEvents.eventCounter = 0
-- Subsystem API registry — populated by each RWE[Category]API on load.
-- Access via g_RandomWorldEvents:getSubsystem("economic") etc.
RandomWorldEvents.subsystems = {}
local RandomWorldEvents_mt = Class(RandomWorldEvents)
-- =====================
-- CORE FUNCTIONS
-- =====================
function RandomWorldEvents:new(mission)
local self = setmetatable({}, RandomWorldEvents_mt)
self.mission = mission
-- Per-instance subsystem registry (isolates across mission reloads).
-- Class-level RandomWorldEvents.subsystems is the default; this shadows it.
self.subsystems = {}
self.settingsManager = self:createSettingsManager()
self:loadSettings()
self:registerConsoleCommands()
Logging.info("[RandomWorldEvents] Core initialized successfully")
return self
end
function RandomWorldEvents:createSettingsManager()
local manager = {
MOD_NAME = self.MOD_NAME,
XMLTAG = "RandomWorldEvents",
defaultConfig = {
events = {
enabled = true,
frequency = 5,
intensity = 2,
showNotifications = true,
showWarnings = true,
showHUD = true,
cooldown = 30,
weatherEvents = false,
economicEvents = true,
vehicleEvents = true,
fieldEvents = true,
wildlifeEvents = true,
specialEvents = true,
debugLevel = 1
},
hudScale = 1.0,
debug = {
enabled = false,
debugLevel = 1,
showDebugInfo = false
},
physics = {
enabled = true,
wheelGripMultiplier = 1.0,
articulationDamping = 0.5,
comStrength = 1.0,
suspensionStiffness = 1.0,
showPhysicsInfo = false,
debugMode = false
}
}
}
-- Define methods after creating the table
manager.getSavegameXmlFilePath = function()
if g_currentMission and g_currentMission.missionInfo and g_currentMission.missionInfo.savegameDirectory then
return ("%s/%s.xml"):format(g_currentMission.missionInfo.savegameDirectory, manager.MOD_NAME)
end
return nil
end
manager.loadSettings = function(settingsObject)
local xmlPath = manager.getSavegameXmlFilePath()
if xmlPath and fileExists(xmlPath) then
local xml = XMLFile.load("rwe_Config", xmlPath)
if xml then
settingsObject.events.enabled = xml:getBool(manager.XMLTAG..".events.enabled", manager.defaultConfig.events.enabled)
settingsObject.events.frequency = xml:getInt(manager.XMLTAG..".events.frequency", manager.defaultConfig.events.frequency)
settingsObject.events.intensity = xml:getInt(manager.XMLTAG..".events.intensity", manager.defaultConfig.events.intensity)
settingsObject.events.showNotifications = xml:getBool(manager.XMLTAG..".events.showNotifications", manager.defaultConfig.events.showNotifications)
settingsObject.events.showWarnings = xml:getBool(manager.XMLTAG..".events.showWarnings", manager.defaultConfig.events.showWarnings)
settingsObject.events.showHUD = xml:getBool(manager.XMLTAG..".events.showHUD", manager.defaultConfig.events.showHUD)
settingsObject.events.cooldown = xml:getInt(manager.XMLTAG..".events.cooldown", manager.defaultConfig.events.cooldown)
settingsObject.hudScale = xml:getFloat(manager.XMLTAG..".hudScale", manager.defaultConfig.hudScale)
settingsObject.events.weatherEvents = xml:getBool(manager.XMLTAG..".events.weatherEvents", manager.defaultConfig.events.weatherEvents)
settingsObject.events.economicEvents = xml:getBool(manager.XMLTAG..".events.economicEvents", manager.defaultConfig.events.economicEvents)
settingsObject.events.vehicleEvents = xml:getBool(manager.XMLTAG..".events.vehicleEvents", manager.defaultConfig.events.vehicleEvents)
settingsObject.events.fieldEvents = xml:getBool(manager.XMLTAG..".events.fieldEvents", manager.defaultConfig.events.fieldEvents)
settingsObject.events.wildlifeEvents = xml:getBool(manager.XMLTAG..".events.wildlifeEvents", manager.defaultConfig.events.wildlifeEvents)
settingsObject.events.specialEvents = xml:getBool(manager.XMLTAG..".events.specialEvents", manager.defaultConfig.events.specialEvents)
settingsObject.events.debugLevel = xml:getInt(manager.XMLTAG..".events.debugLevel", manager.defaultConfig.events.debugLevel)
settingsObject.debug.enabled = xml:getBool(manager.XMLTAG..".debug.enabled", manager.defaultConfig.debug.enabled)
settingsObject.debug.debugLevel = xml:getInt(manager.XMLTAG..".debug.debugLevel", manager.defaultConfig.debug.debugLevel)
settingsObject.debug.showDebugInfo = xml:getBool(manager.XMLTAG..".debug.showDebugInfo", manager.defaultConfig.debug.showDebugInfo)
settingsObject.physics.enabled = xml:getBool(manager.XMLTAG..".physics.enabled", manager.defaultConfig.physics.enabled)
settingsObject.physics.wheelGripMultiplier = xml:getFloat(manager.XMLTAG..".physics.wheelGripMultiplier", manager.defaultConfig.physics.wheelGripMultiplier)
settingsObject.physics.articulationDamping = xml:getFloat(manager.XMLTAG..".physics.articulationDamping", manager.defaultConfig.physics.articulationDamping)
settingsObject.physics.comStrength = xml:getFloat(manager.XMLTAG..".physics.comStrength", manager.defaultConfig.physics.comStrength)
settingsObject.physics.suspensionStiffness = xml:getFloat(manager.XMLTAG..".physics.suspensionStiffness", manager.defaultConfig.physics.suspensionStiffness)
settingsObject.physics.showPhysicsInfo = xml:getBool(manager.XMLTAG..".physics.showPhysicsInfo", manager.defaultConfig.physics.showPhysicsInfo)
settingsObject.physics.debugMode = xml:getBool(manager.XMLTAG..".physics.debugMode", manager.defaultConfig.physics.debugMode)
xml:delete()
return
end
end
-- Use deep copy to avoid reference issues
settingsObject.events = {}
settingsObject.debug = {}
settingsObject.physics = {}
settingsObject.hudScale = manager.defaultConfig.hudScale
for k, v in pairs(manager.defaultConfig.events) do
settingsObject.events[k] = v
end
for k, v in pairs(manager.defaultConfig.debug) do
settingsObject.debug[k] = v
end
for k, v in pairs(manager.defaultConfig.physics) do
settingsObject.physics[k] = v
end
end
manager.saveSettings = function(settingsObject)
local xmlPath = manager.getSavegameXmlFilePath()
if not xmlPath then
Logging.warning("[RWE] No savegame path found")
return
end
local xml = XMLFile.create("rwe_Config", xmlPath, manager.XMLTAG)
if xml then
-- Save events settings
xml:setBool(manager.XMLTAG..".events.enabled", settingsObject.events.enabled)
xml:setInt(manager.XMLTAG..".events.frequency", settingsObject.events.frequency)
xml:setInt(manager.XMLTAG..".events.intensity", settingsObject.events.intensity)
xml:setBool(manager.XMLTAG..".events.showNotifications", settingsObject.events.showNotifications)
xml:setBool(manager.XMLTAG..".events.showWarnings", settingsObject.events.showWarnings)
xml:setBool(manager.XMLTAG..".events.showHUD", settingsObject.events.showHUD)
xml:setInt(manager.XMLTAG..".events.cooldown", settingsObject.events.cooldown)
xml:setFloat(manager.XMLTAG..".hudScale", settingsObject.hudScale or 1.0)
xml:setBool(manager.XMLTAG..".events.weatherEvents", settingsObject.events.weatherEvents)
xml:setBool(manager.XMLTAG..".events.economicEvents", settingsObject.events.economicEvents)
xml:setBool(manager.XMLTAG..".events.vehicleEvents", settingsObject.events.vehicleEvents)
xml:setBool(manager.XMLTAG..".events.fieldEvents", settingsObject.events.fieldEvents)
xml:setBool(manager.XMLTAG..".events.wildlifeEvents", settingsObject.events.wildlifeEvents)
xml:setBool(manager.XMLTAG..".events.specialEvents", settingsObject.events.specialEvents)
xml:setInt(manager.XMLTAG..".events.debugLevel", settingsObject.events.debugLevel)
-- Save debug settings
xml:setBool(manager.XMLTAG..".debug.enabled", settingsObject.debug.enabled)
xml:setInt(manager.XMLTAG..".debug.debugLevel", settingsObject.debug.debugLevel)
xml:setBool(manager.XMLTAG..".debug.showDebugInfo", settingsObject.debug.showDebugInfo)
-- Save physics settings
xml:setBool(manager.XMLTAG..".physics.enabled", settingsObject.physics.enabled)
xml:setFloat(manager.XMLTAG..".physics.wheelGripMultiplier", settingsObject.physics.wheelGripMultiplier)
xml:setFloat(manager.XMLTAG..".physics.articulationDamping", settingsObject.physics.articulationDamping)
xml:setFloat(manager.XMLTAG..".physics.comStrength", settingsObject.physics.comStrength)
xml:setFloat(manager.XMLTAG..".physics.suspensionStiffness", settingsObject.physics.suspensionStiffness)
xml:setBool(manager.XMLTAG..".physics.showPhysicsInfo", settingsObject.physics.showPhysicsInfo)
xml:setBool(manager.XMLTAG..".physics.debugMode", settingsObject.physics.debugMode)
xml:save()
xml:delete()
self:dbg("Settings saved successfully")
else
Logging.error("[RWE] Failed to create XML file for settings")
end
end
return manager
end
function RandomWorldEvents:loadSettings()
if self.settingsManager and self.settingsManager.loadSettings then
self.settingsManager.loadSettings(self)
self:dbg("Settings loaded")
else
Logging.error("[RandomWorldEvents] Settings manager not properly initialized")
end
end
function RandomWorldEvents:saveSettings()
if self.settingsManager and self.settingsManager.saveSettings then
self.settingsManager.saveSettings(self)
self:dbg("Settings saved")
else
Logging.error("[RandomWorldEvents] Settings manager not properly initialized")
end
end
function RandomWorldEvents:registerConsoleCommands()
addConsoleCommand("rwe", "Random World Events commands", "consoleCommandHelp", self)
addConsoleCommand("rweStatus", "Show RWE status", "consoleCommandStatus", self)
addConsoleCommand("rweTest", "Test random event", "consoleCommandTest", self)
addConsoleCommand("rweEnd", "End current event", "consoleCommandEnd", self)
addConsoleCommand("rweDebug", "Toggle debug mode", "consoleCommandDebug", self)
addConsoleCommand("rweList", "List available events", "consoleCommandList", self)
addConsoleCommand("rweSettings", "Open settings screen", "consoleCommandSettings", self)
self:dbg("Console commands registered")
end
-- =====================
-- EVENT SYSTEM
-- =====================
function RandomWorldEvents:getFarmId()
return g_currentMission and g_currentMission.player and g_currentMission.player.farmId or 0
end
function RandomWorldEvents:getVehicle()
return g_currentMission and g_currentMission.controlledVehicle or nil
end
function RandomWorldEvents:registerEvent(eventData)
self.eventCounter = self.eventCounter + 1
self.EVENTS[eventData.name] = eventData
self:dbg("Registered event: " .. eventData.name)
return eventData.name
end
-- Register a per-tick handler called while any event is active.
-- name : string key (used for deduplication/replacement)
-- handler: function(rweInstance) called each frame during an active event
function RandomWorldEvents:registerTickHandler(name, handler)
self.tickHandlers[name] = handler
self:dbg("Registered tick handler: " .. name)
end
-- Register a subsystem API table under a category name.
-- Called automatically by each api/[Category]API.lua on load.
-- name : category string key (e.g. "economic", "field")
-- apiTable : the RWE[Category]API global table
function RandomWorldEvents:registerSubsystem(name, apiTable)
self.subsystems[name] = apiTable
self:dbg("Subsystem registered: " .. tostring(name))
end
-- Return the registered subsystem API for the given category, or nil.
-- Usage: local econ = g_RandomWorldEvents:getSubsystem("economic")
---@param name string
---@return table|nil
function RandomWorldEvents:getSubsystem(name)
return self.subsystems[name]
end
-- Debug log helper — only prints when debug.enabled is true.
-- level 1 = verbose (default), level 2 = detailed, level 3 = trace
function RandomWorldEvents:dbg(msg, level)
if self.debug and self.debug.enabled then
if (self.debug.debugLevel or 1) >= (level or 1) then
Logging.info("[RWE-DBG] " .. tostring(msg))
end
end
end
function RandomWorldEvents:triggerRandomEvent()
if not self.events.enabled then
self:dbg("triggerRandomEvent: events disabled")
return false
end
if self.EVENT_STATE.activeEvent ~= nil then
self:dbg("triggerRandomEvent: event already active: " .. tostring(self.EVENT_STATE.activeEvent))
return false
end
local available = {}
for eventId, event in pairs(self.EVENTS) do
local categoryKey = event.category .. "Events"
local categoryEnabled = self.events[categoryKey]
local canTrigger = event.canTrigger()
local intensityOk = self.events.intensity >= (event.minIntensity or 1)
if categoryEnabled and canTrigger and intensityOk then
table.insert(available, eventId)
end
end
if #available == 0 then
self:dbg("triggerRandomEvent: no events passed canTrigger/category/intensity checks")
return false
end
self:dbg(string.format("triggerRandomEvent: %d events eligible", #available))
-- Weighted random selection: sum weights, pick by accumulated roll
local totalWeight = 0
for _, eid in ipairs(available) do
totalWeight = totalWeight + (self.EVENTS[eid].weight or 1)
end
local roll = math.random() * totalWeight
local cumulative = 0
local eventId = available[#available] -- fallback to last
for _, eid in ipairs(available) do
cumulative = cumulative + (self.EVENTS[eid].weight or 1)
if roll <= cumulative then
eventId = eid
break
end
end
local event = self.EVENTS[eventId]
self:_activateEvent(event, self.events.intensity)
return true
end
--- Trigger a specific named event at a given intensity (1-5).
--- Used by subsystem API triggerEvent calls so all lifecycle hooks fire correctly.
--- Returns the onStart message string, or an error string if activation failed.
---@param name string event key in self.EVENTS
---@param intensity number 1-5
---@return string
function RandomWorldEvents:triggerNamedEvent(name, intensity)
if self.EVENT_STATE.activeEvent ~= nil then
return "[RWE] Another event is already active: " .. tostring(self.EVENT_STATE.activeEvent)
end
local event = self.EVENTS[name]
if not event then
return "[RWE] Event not found: " .. tostring(name)
end
local safeIntensity = math.max(1, math.min(5, math.floor(intensity or 1)))
local msg = self:_activateEvent(event, safeIntensity)
self:dbg(string.format("triggerNamedEvent: '%s' at intensity %d", name, safeIntensity))
return msg or ("Triggered: " .. name)
end
--- Internal: write EVENT_STATE for a new event and fire onStart + opening notify.
--- Returns the onStart message string (may be nil for silent events).
---@param event table event definition from self.EVENTS
---@param intensity number 1-5
---@return string|nil
function RandomWorldEvents:_activateEvent(event, intensity)
local duration = 0
if type(event.duration) == "table" then
duration = math.random(event.duration.min, event.duration.max) * 60000
end
self.EVENT_STATE.activeEvent = event.name
self.EVENT_STATE.eventStartTime = g_currentMission.time
self.EVENT_STATE.eventDuration = duration
-- Reset per-event immersion state
self.EVENT_STATE.midpointFired = false
self.EVENT_STATE.ambientMsgIndex = 1
-- First ambient message fires after 10% of the event duration (min 60 s)
local firstAmbientDelay = math.max(60000, duration * 0.10)
self.EVENT_STATE.nextAmbientTime = g_currentMission.time + firstAmbientDelay
Logging.info(string.format("[RWE] Event activated: %s (intensity=%d, duration=%.1f min)",
event.name, intensity, duration / 60000))
local message = event.onStart(intensity)
self:notifyEvent(message, event.category, true)
return message
end
--- Show a rich event notification.
-- Uses HUD flash queue when available; falls back to ingame notification.
-- @param message Display text (nil = silent)
-- @param categoryKey Event category string
-- @param isPositive true = good event, false/nil = neutral, "warn" = warning
function RandomWorldEvents:notifyEvent(message, categoryKey, isPositive)
if not message then return end
-- Always push to HUD flash queue (even if HUD is hidden — it queues for when shown)
if self.eventHUD then
self.eventHUD:pushFlash(message, categoryKey, isPositive)
end
-- Also show the standard ingame notification if enabled
if self.events.showNotifications and g_currentMission then
local notifType
if isPositive == true then
notifType = FSBaseMission.INGAME_NOTIFICATION_OK
elseif isPositive == "warn" then
notifType = FSBaseMission.INGAME_NOTIFICATION_CRITICAL
else
notifType = FSBaseMission.INGAME_NOTIFICATION_INFO
end
g_currentMission:addIngameNotification(notifType, message)
end
end
-- =====================
-- PHYSICS SYSTEM (FS25)
-- =====================
function RandomWorldEvents:updatePhysics(vehicle)
if not self.physics.enabled or vehicle == nil then
return
end
if vehicle.getIsActiveForInput == nil or not vehicle:getIsActiveForInput() then
return
end
if vehicle.wheels and self.physics.wheelGripMultiplier then
local grip = self.physics.wheelGripMultiplier
for _, wheel in pairs(vehicle.wheels) do
if wheel.physics ~= nil then
wheel.physics.frictionScale = grip
end
end
end
if vehicle.wheels and self.physics.suspensionStiffness then
for _, wheel in pairs(vehicle.wheels) do
if wheel.suspension ~= nil then
local originalForce = wheel.suspension.originalSpringForce or wheel.suspension.springForce
wheel.suspension.originalSpringForce = originalForce
wheel.suspension.springForce = originalForce * self.physics.suspensionStiffness
end
end
end
end
-- =====================
-- UPDATE LOOPS
-- =====================
function RandomWorldEvents:update(dt)
if not self.isInitialized then return end
-- Tick HUD
if self.eventHUD then
self.eventHUD:update(dt)
end
-- Debug heartbeat every ~30 seconds of game time
if self.debug and self.debug.enabled then
self._dbgNextHeartbeat = self._dbgNextHeartbeat or 0
if g_currentMission.time > self._dbgNextHeartbeat then
self._dbgNextHeartbeat = g_currentMission.time + 30000
local cooldownLeft = math.max(0, math.floor(((self.EVENT_STATE.cooldownUntil or 0) - g_currentMission.time) / 1000))
self:dbg(string.format(
"heartbeat | active=%s cooldown=%ds enabled=%s freq=%d intensity=%d",
tostring(self.EVENT_STATE.activeEvent or "none"),
cooldownLeft,
tostring(self.events.enabled),
self.events.frequency,
self.events.intensity
))
end
end
-- Event system update
if self.events.enabled then
if g_currentMission.time > (self.EVENT_STATE.cooldownUntil or 0) then
local chance = self.events.frequency * 0.001
local roll = math.random()
if roll <= chance then
self:dbg(string.format("roll %.4f <= chance %.4f — attempting trigger", roll, chance), 2)
self:triggerRandomEvent()
local cooldownMs = self.events.cooldown * 60000
local frequencyFactor = (11 - self.events.frequency) / 10
self.EVENT_STATE.cooldownUntil = g_currentMission.time + (cooldownMs * frequencyFactor)
self:dbg(string.format("cooldown set: %.1f min", (cooldownMs * frequencyFactor) / 60000), 2)
end
else
-- Only log cooldown at level 3 (very verbose)
if self.debug and self.debug.enabled and (self.debug.debugLevel or 1) >= 3 then
local remaining = math.floor(((self.EVENT_STATE.cooldownUntil or 0) - g_currentMission.time) / 1000)
if remaining > 0 and not self._dbgLastCooldownLog or
(self._dbgLastCooldownLog and g_currentMission.time > self._dbgLastCooldownLog + 5000) then
self:dbg("in cooldown: " .. remaining .. "s remaining", 3)
self._dbgLastCooldownLog = g_currentMission.time
end
end
end
end
if self.EVENT_STATE.activeEvent then
self:applyActiveEventEffects()
self:_tickImmersion()
if g_currentMission.time > (self.EVENT_STATE.eventStartTime + (self.EVENT_STATE.eventDuration or 0)) then
local event = self.EVENTS[self.EVENT_STATE.activeEvent]
if event and event.onEnd then
local message = event.onEnd()
self:notifyEvent(message, event and event.category, nil)
end
Logging.info("[RWE] Event ended: " .. tostring(self.EVENT_STATE.activeEvent))
self.EVENT_STATE.activeEvent = nil
end
end
if self.physics.enabled then
local vehicle = g_currentMission.controlledVehicle
if vehicle then
if PhysicsUtils and PhysicsUtils.applyAdvancedPhysics then
PhysicsUtils:applyAdvancedPhysics(vehicle)
else
self:updatePhysics(vehicle)
end
end
end
end
-- Called each frame while an event is active. Dispatches to all registered
-- tick handlers so event modules can apply continuous per-frame effects
-- (e.g. vehicle speed boost reapplication) without monkey-patching :update.
function RandomWorldEvents:applyActiveEventEffects()
for _, handler in pairs(self.tickHandlers) do
handler(self)
end
end
--- Drive midpoint callbacks and ambient flavor messages for the active event.
--- Called every frame from update() while an event is active.
--- Both subsystems are no-ops for events that don't define onMid / ambientMsgs.
function RandomWorldEvents:_tickImmersion()
local s = self.EVENT_STATE
if not s.activeEvent or not g_currentMission then return end
local event = self.EVENTS[s.activeEvent]
if not event then return end
local now = g_currentMission.time
local elapsed = now - s.eventStartTime
local duration = s.eventDuration or 0
-- ── Midpoint callback ─────────────────────────────────────────────────
-- Fires once when the event is ≥ 50% complete (duration > 0 required).
-- Uses "warn" urgency so it stands out from the start notification.
if not s.midpointFired and duration > 0 and elapsed >= duration * 0.50 then
s.midpointFired = true
if event.onMid then
local ok, msg = pcall(event.onMid, self.events.intensity)
if ok and msg then
self:notifyEvent(msg, event.category, "warn")
self:dbg("Midpoint fired for: " .. s.activeEvent)
end
end
end
-- ── Ambient flavor messages ───────────────────────────────────────────
-- Cycles through event.ambientMsgs on a timer.
-- Interval: 15 % of duration (min 90 s, max 5 min) so messages feel
-- proportional regardless of whether an event lasts 10 or 90 minutes.
if event.ambientMsgs and #event.ambientMsgs > 0 and now >= s.nextAmbientTime then
local msgs = event.ambientMsgs
local idx = ((s.ambientMsgIndex - 1) % #msgs) + 1
local msg = msgs[idx]
s.ambientMsgIndex = idx + 1
-- Ambient messages use nil isPositive → INGAME_NOTIFICATION_INFO
if msg then
self:notifyEvent(msg, event.category, nil)
end
-- Schedule next ambient tick
local interval = math.max(90000, math.min(300000, duration * 0.15))
s.nextAmbientTime = now + interval
end
end
-- =====================
-- CONSOLE COMMANDS
-- =====================
function RandomWorldEvents:consoleCommandHelp()
print("=== Random World Events Commands ===")
print("rwe - Show this help")
print("rweStatus - Show current status")
print("rweTest - Force-trigger random event")
print("rweEnd - End current event")
print("rweSettings - Open settings screen (also F3)")
print("rweDebug on|off - Toggle debug mode")
print("rweList [category] - List registered events")
print("================================")
return "Random World Events commands listed above"
end
function RandomWorldEvents:consoleCommandStatus()
local status = string.format(
"=== RWE Status ===\n" ..
"Events enabled: %s\n" ..
"Frequency: %d/10\n" ..
"Intensity: %d/5\n" ..
"Active event: %s\n" ..
"Cooldown active: %s\n" ..
"Physics enabled: %s\n" ..
"=========================",
tostring(self.events.enabled),
self.events.frequency,
self.events.intensity,
self.EVENT_STATE.activeEvent or "None",
tostring(g_currentMission.time < self.EVENT_STATE.cooldownUntil),
tostring(self.physics.enabled)
)
print(status)
return status
end
function RandomWorldEvents:consoleCommandTest()
local success = self:triggerRandomEvent()
if success then
return "Random event triggered successfully"
else
return "Failed to trigger random event"
end
end
function RandomWorldEvents:consoleCommandEnd()
if not self.EVENT_STATE.activeEvent then
return "No active event to end"
end
local event = self.EVENTS[self.EVENT_STATE.activeEvent]
if event and event.onEnd then
local message = event.onEnd()
self:notifyEvent(message, event and event.category, nil)
end
self.EVENT_STATE.activeEvent = nil
return "Event ended"
end
function RandomWorldEvents:consoleCommandDebug(mode)
if mode == "on" then
self.debug.enabled = true
self.debug.showDebugInfo = true
return "Debug mode ENABLED"
elseif mode == "off" then
self.debug.enabled = false
self.debug.showDebugInfo = false
return "Debug mode DISABLED"
else
self.debug.enabled = not self.debug.enabled
self.debug.showDebugInfo = self.debug.enabled
return "Debug mode: " .. (self.debug.enabled and "ENABLED" or "DISABLED")
end
end
function RandomWorldEvents:consoleCommandList(category)
print("=== Available Events ===")
local total = 0
for name, event in pairs(self.EVENTS) do
if not category or event.category == category then
print(string.format("%s (%s)", name, event.category))
total = total + 1
end
end
print(string.format("Total: %d events", total))
print("========================")
return string.format("Listed %d events", total)
end
-- Settings: open with Shift+O or this command
function RandomWorldEvents:consoleCommandSettings()
if self.settingsPanel then
self.settingsPanel:toggle()
return "Settings panel toggled"
end
return "Settings: open ESC > Settings and scroll to 'Random World Events'"
end
-- =====================
-- EVENT MODULES LOADER
-- =====================
function RandomWorldEvents:loadEventModules()
-- Process any pending registrations that were collected
if RandomWorldEvents and RandomWorldEvents.pendingRegistrations then
self:dbg("Processing " .. #RandomWorldEvents.pendingRegistrations .. " pending registrations")
for _, registrationFunc in ipairs(RandomWorldEvents.pendingRegistrations) do
if type(registrationFunc) == "function" then
registrationFunc()
end
end
RandomWorldEvents.pendingRegistrations = {}
self:dbg("All pending registrations processed")
end
-- PhysicsUtils self-initializes via the pendingRegistrations queue above;
-- no second :new() call needed here.
Logging.info("[RWE] Loaded " .. self.eventCounter .. " events total")
end
-- =====================
-- GUI LOADER
-- =====================
function RandomWorldEvents:loadGUI()
-- Create the event HUD overlay
self.eventHUD = RWEEventHUD.new(self)
if self.eventHUD then
self.eventHUD.scale = self.hudScale or 1.0
self:dbg("Event HUD created")
else
Logging.warning("[RWE] RWEEventHUD not available — HUD disabled")
end
-- Create the custom settings panel (Shift+O)
self.settingsPanel = RWESettingsPanel.new(self)
if self.settingsPanel then
self:dbg("Custom Settings Panel created")
end
-- Settings are also injected into ESC > Settings via RWESettingsIntegration.
self:dbg("GUI ready")
end
-- =====================
-- FS25 INTEGRATION
-- =====================
local rweManager
local installInputHooks -- forward declaration: defined below load/update, called from load
local function load(mission)
if rweManager == nil then
Logging.info("[RandomWorldEvents] Initializing...")
-- Create the manager
rweManager = RandomWorldEvents:new(mission)
if not rweManager then
Logging.error("[RWE] Failed to create RandomWorldEvents instance")
return
end
-- Store in global namespace BEFORE loading modules
getfenv(0)["g_RandomWorldEvents"] = rweManager
-- Cross-mod bridge: other mods detect via mission property
mission.randomWorldEvents = rweManager
-- Now load event modules
rweManager:loadEventModules()
-- Install input hooks early (before player/vehicle registerActionEvents fires).
-- The PLAYER context hook intercepts PlayerInputComponent.registerActionEvents
-- which fires during mission loading — it must be in place before that happens.
installInputHooks()
-- Mark as initialized
rweManager.isInitialized = true
-- Show notification
if rweManager.events.enabled and rweManager.events.showNotifications then
mission:addIngameNotification(
FSBaseMission.INGAME_NOTIFICATION_OK,
"Random World Events v" .. modVersion .. " loaded"
)
end
Logging.info("[RandomWorldEvents] Initialized successfully")
end
end
local function update(mission, dt)
if rweManager and rweManager.isInitialized then
rweManager:update(dt)
end
end
local function delete(mission)
if rweManager then
-- Restore hooked functions before teardown
if rweManager._playerInputHookOriginal and PlayerInputComponent then
PlayerInputComponent.registerActionEvents = rweManager._playerInputHookOriginal
end
if rweManager._vehicleInputHookOriginal and InputBinding then
InputBinding.endActionEventsModification = rweManager._vehicleInputHookOriginal
end
if rweManager.eventHUD then
rweManager.eventHUD:saveLayout()
rweManager.eventHUD:delete()
rweManager.eventHUD = nil
end
if rweManager.settingsPanel then
rweManager.settingsPanel:delete()
rweManager.settingsPanel = nil
end
rweManager:saveSettings()
rweManager = nil
getfenv(0)["g_RandomWorldEvents"] = nil
if g_currentMission then g_currentMission.randomWorldEvents = nil end
Logging.info("[RandomWorldEvents] Shutting down")
end
end
-- =====================
-- INPUT CALLBACKS
-- No arguments: FS25 passes none to action callbacks registered via registerActionEvent.
-- =====================
function RandomWorldEvents:onToggleHUDInput()
if self.eventHUD then
self.eventHUD:toggleVisibility()
end
end
function RandomWorldEvents:onToggleSettingsInput()
if self.settingsPanel then
self.settingsPanel:toggle()
end
end
-- =====================
-- INPUT REGISTRATION
-- Mirrors the SoilFertilizer pattern:
-- PLAYER context → hook PlayerInputComponent.registerActionEvents
-- VEHICLE context → hook InputBinding.endActionEventsModification
-- FSBaseMission.registerActionEvents targets the base class and never fires in FS25.
-- =====================
installInputHooks = function()
if not rweManager then return end
-- ── PLAYER context ────────────────────────────────────────────────────
if PlayerInputComponent and PlayerInputComponent.registerActionEvents then
local originalPlayerReg = PlayerInputComponent.registerActionEvents
rweManager._playerInputHookOriginal = originalPlayerReg
PlayerInputComponent.registerActionEvents = function(inputComponent, ...)
originalPlayerReg(inputComponent, ...)
-- Only for the local owning player
if not (inputComponent.player and inputComponent.player.isOwner) then return end
-- Guard against double-registration
if g_RandomWorldEvents and g_RandomWorldEvents.hudPlayerEventId then return end
if not g_RandomWorldEvents then return end
g_inputBinding:beginActionEventsModification(PlayerInputComponent.INPUT_CONTEXT_NAME)
local hudOk, hudId = g_inputBinding:registerActionEvent(
InputAction.RWE_TOGGLE_HUD, g_RandomWorldEvents,
g_RandomWorldEvents.onToggleHUDInput,
false, true, false, true
)
if hudOk and hudId then
g_RandomWorldEvents.hudPlayerEventId = hudId
g_inputBinding:setActionEventText(hudId, g_i18n:getText("input_RWE_TOGGLE_HUD") or "Toggle RWE HUD")
Logging.info("[RWE] HUD toggle registered in PLAYER context")
else
Logging.warning("[RWE] HUD toggle PLAYER registration failed")
end
local spOk, spId = g_inputBinding:registerActionEvent(
InputAction.RWE_TOGGLE_SETTINGS, g_RandomWorldEvents,
g_RandomWorldEvents.onToggleSettingsInput,
false, true, false, true
)
if spOk and spId then
g_RandomWorldEvents.settingsPlayerEventId = spId
g_inputBinding:setActionEventText(spId, g_i18n:getText("input_RWE_TOGGLE_SETTINGS") or "RWE Settings")
-- Cache key hint for the settings panel close button
local ok, ktext = pcall(function()
return g_inputBinding:getActionDisplayName(InputAction.RWE_TOGGLE_SETTINGS)
end)
g_RandomWorldEvents.settingsKeyHint = (ok and ktext and ktext ~= "") and ktext or "Shift+O"
Logging.info("[RWE] Settings toggle registered in PLAYER context")
else
Logging.warning("[RWE] Settings toggle PLAYER registration failed")
end
g_inputBinding:endActionEventsModification()
end
Logging.info("[RWE] PlayerInputComponent hook installed")
end
-- ── VEHICLE context ───────────────────────────────────────────────────
if InputBinding and InputBinding.endActionEventsModification then
local _rweVehicleHookActive = false
local originalEndMod = InputBinding.endActionEventsModification
rweManager._vehicleInputHookOriginal = originalEndMod
InputBinding.endActionEventsModification = function(binding, ignoreCheck)
-- Capture context name BEFORE the original resets it
local contextName = ""
if binding.registrationContext and
binding.registrationContext ~= InputBinding.NO_REGISTRATION_CONTEXT then
contextName = binding.registrationContext.name or ""
end
originalEndMod(binding, ignoreCheck)
if contextName ~= Vehicle.INPUT_CONTEXT_NAME then return end
if _rweVehicleHookActive then return end
if not g_RandomWorldEvents then return end
_rweVehicleHookActive = true
-- Only remove vehicle-context IDs. Player-context IDs were registered
-- once at loadFinished and must NOT be cleared here — doing so forces