Admin: install parts, set time and weather; join without prompt

- VEHICLE: INSTALL for parts that are not installed - runs the game's own
  assembly (trigger "Assembly" like on load), so the part sits exactly on its
  pivot; synced to other players via FsmSync (MSCO_INSTALL)
- WORLD: time buttons (2-hour steps via the sun FSM's load path) and
  CLEAR / RAIN / THUNDERSTORM (weather front moved above the admin);
  sent to everyone as mod message "msco.world" (no server update needed)
- JOIN from the server browser/website connects right away in the main menu;
  server mods still ask before downloading

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-03 13:04:27 +02:00
co-authored by Claude Opus 5.5
parent 06df8fecc5
commit 4be6b68f25
7 changed files with 384 additions and 4 deletions
+217
View File
@@ -0,0 +1,217 @@
using System;
using System.IO;
using HutongGames.PlayMaker;
using UnityEngine;
namespace MSCO
{
/// <summary>
/// Admin-Menü, Reiter WORLD: Uhrzeit und Wetter umstellen. Beides läuft im Spiel über PlayMaker:
/// - Uhr: die Sonnen-FSM hat je 2 Stunden einen Zustand ("00-02" ... "22-00") und die Zahl "Time"; beim Laden
/// setzt das Spiel "Time" und wählt in "State 1" den passenden Zustand - genau so stellen wir die Zeit.
/// - Wetter: die FSM "Weather" (Wolkenfront) mit den Zuständen "No weather", "Rain" und "Thunder"; bei Regen
/// wird die Front über den Admin gesetzt, damit es dort auch regnet.
/// Die anderen Spieler bekommen den Befehl über eine MSCO-Nachricht und führen ihn genauso aus.
/// </summary>
public static class WorldAdmin
{
public const string MessageId = "msco.world";
public const byte KindHour = 1, KindWeather = 2;
public static readonly string[] WeatherStates = { "No weather", "Rain", "Thunder" };
public static readonly string[] WeatherEvents = { "NORAIN", "RAIN", "THUNDER" };
public static readonly string[] WeatherNames = { "clear", "rain", "thunder" };
static PlayMakerFSM sun, weather;
static float searchedAt = -100f;
static void Find()
{
if (sun != null && weather != null) return;
if (Time.realtimeSinceStartup - searchedAt < 3f) return;
searchedAt = Time.realtimeSinceStartup;
foreach (PlayMakerFSM f in SceneCache.Fsms(5f))
{
if (f == null) continue;
if (sun == null && f.FsmVariables.FindFsmInt("Time") != null && f.Fsm.GetState("12-14") != null
&& f.Fsm.GetState("22-00") != null && f.Fsm.GetState("State 1") != null && f.Fsm.GetState("Next day") != null)
sun = f;
if (weather == null && f.FsmName == "Weather" && f.Fsm.GetState("No weather") != null && f.Fsm.GetState("Rain") != null)
weather = f;
}
}
// ---------------------------------------------------------------- Anzeige
/// <summary>Aktueller 2-Stunden-Block der Uhr (Startstunde) oder -1.</summary>
public static int CurrentHour
{
get
{
Find();
string s = sun != null ? sun.ActiveStateName : null;
int h;
if (s != null && s.Length == 5 && s[2] == '-' && int.TryParse(s.Substring(0, 2), out h)) return h;
return -1;
}
}
/// <summary>Aktuelles Wetter (0 klar, 1 Regen, 2 Gewitter) oder -1.</summary>
public static int CurrentWeather
{
get
{
Find();
if (weather == null) return -1;
FsmInt type = weather.FsmVariables.FindFsmInt("WeatherType");
if (type == null) return -1;
FsmState check = weather.Fsm.GetState("State 2");
for (int i = 0; i < WeatherEvents.Length; i++)
{
int value;
if (check != null && IntCompareValue(check, WeatherEvents[i], out value) && value == type.Value) return i;
}
return -1;
}
}
// ---------------------------------------------------------------- Ausführen
/// <summary>Befehl lokal ausführen. Gibt null zurück oder einen Fehlertext.</summary>
public static string Apply(byte kind, int value, Vector3 position)
{
Find();
try
{
if (kind == KindHour) return SetHour(value);
if (kind == KindWeather) return SetWeather(value, position);
}
catch (Exception e)
{
MscoLog.Error("[MSCO] world admin: " + e);
return "failed: " + e.Message;
}
return "unknown command";
}
static string SetHour(int hour)
{
if (sun == null) return "Clock not found.";
int start = ((hour % 24 + 24) % 24) / 2 * 2;
string block = start.ToString("00") + "-" + ((start + 2) % 24).ToString("00");
FsmState target = sun.Fsm.GetState(block);
if (target == null) return "Clock state " + block + " not found.";
// wie beim Laden: "Time" setzen, "State 1" wählt daraus den Zustand (und stellt Licht/Farben ein)
FsmState dispatch = sun.Fsm.GetState("State 1");
int timeValue;
if (dispatch != null && IntCompareValue(dispatch, block, out timeValue))
{
sun.FsmVariables.FindFsmInt("Time").Value = timeValue;
FsmSync.SwitchStateSilently(sun, dispatch);
}
else FsmSync.SwitchStateSilently(sun, target);
return null;
}
static string SetWeather(int kind, Vector3 position)
{
if (weather == null) return "Weather not found.";
if (kind < 0 || kind >= WeatherStates.Length) return "Unknown weather.";
FsmState state = weather.Fsm.GetState(WeatherStates[kind]);
if (state == null) return "Weather state not found.";
FsmSync.SwitchStateSilently(weather, state);
if (kind > 0) MoveFrontOver(position);
return null;
}
/// <summary>
/// Wolkenfront über eine Stelle setzen: "Move clouds" setzt jedes Bild die Position aus PosX/PosZ - also diese
/// beiden so wählen, dass die Front über der Stelle steht (Koordinatenraum aus der SetPosition-Aktion).
/// </summary>
static void MoveFrontOver(Vector3 position)
{
FsmState move = weather.Fsm.GetState("Move clouds");
if (move == null) return;
if (!move.ActionsLoaded) move.LoadActions();
if (move.Actions == null) return;
foreach (FsmStateAction a in move.Actions)
{
if (a == null || a.GetType().Name != "SetPosition") continue;
Type t = a.GetType();
var owner = Field(t, a, "gameObject") as FsmOwnerDefault;
var x = Field(t, a, "x") as FsmFloat;
var z = Field(t, a, "z") as FsmFloat;
object space = Field(t, a, "space");
GameObject go = owner != null ? weather.Fsm.GetOwnerDefaultTarget(owner) : null;
if (go == null) continue;
bool local = space is Space && (Space)space == Space.Self && go.transform.parent != null;
Vector3 p = local ? go.transform.parent.InverseTransformPoint(position) : position;
SetVar(x, p.x);
SetVar(z, p.z);
go.transform.position = new Vector3(position.x, go.transform.position.y, position.z);
return;
}
}
static void SetVar(FsmFloat field, float value)
{
if (field == null || field.IsNone || string.IsNullOrEmpty(field.Name)) return;
FsmFloat v = weather.FsmVariables.FindFsmFloat(field.Name);
if (v != null) v.Value = value;
}
static object Field(Type t, object o, string name)
{
var f = t.GetField(name);
return f != null ? f.GetValue(o) : null;
}
/// <summary>In einem Verteiler-Zustand die Zahl finden, bei der IntCompare das Event auslöst ("gleich").</summary>
static bool IntCompareValue(FsmState state, string eventName, out int value)
{
value = 0;
if (!state.ActionsLoaded) state.LoadActions();
if (state.Actions == null) return false;
foreach (FsmStateAction a in state.Actions)
{
if (a == null || a.GetType().Name != "IntCompare") continue;
Type t = a.GetType();
var equal = Field(t, a, "equal") as FsmEvent;
var number = Field(t, a, "integer2") as FsmInt;
if (equal == null || number == null || equal.Name != eventName) continue;
value = number.Value;
return true;
}
return false;
}
// ---------------------------------------------------------------- Netz
public static byte[] Build(byte kind, int value, Vector3 position)
{
using (var ms = new MemoryStream())
using (var w = new BinaryWriter(ms))
{
w.Write(kind); w.Write(value);
w.Write(position.x); w.Write(position.y); w.Write(position.z);
w.Flush();
return ms.ToArray();
}
}
public static void Receive(byte[] data)
{
if (!MenuHelper.InGame || data == null || data.Length < 17) return;
using (var r = new BinaryReader(new MemoryStream(data)))
{
byte kind = r.ReadByte();
int value = r.ReadInt32();
var pos = new Vector3(r.ReadSingle(), r.ReadSingle(), r.ReadSingle());
string error = Apply(kind, value, pos);
if (error != null) MscoLog.Warning("[MSCO] world admin from other player: " + error);
}
}
}
}