Tutorial:Pooled Resource Unit Costs: Difference between revisions
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# [https://tw-modding.com/wiki/Tutorial:Pooled_Resource_Costs#%E2%9C%8B_Handling_the_UI '''Making the UI''']: creating UICs, enabling and disabling UICs, and setting text, tooltips, and icons. | # [https://tw-modding.com/wiki/Tutorial:Pooled_Resource_Costs#%E2%9C%8B_Handling_the_UI '''Making the UI''']: creating UICs, enabling and disabling UICs, and setting text, tooltips, and icons. | ||
# [https://tw-modding.com/wiki/Tutorial:Pooled_Resource_Costs#%F0%9F%92%B0_Handling_the_Cost ''' | # [https://tw-modding.com/wiki/Tutorial:Pooled_Resource_Costs#%F0%9F%92%B0_Handling_the_Cost '''Triggering the UI''']: creating the UI at the right time, accounting for UI refreshes, and taking away / returning the Pooled Resource to the player in a multiplayer-friendly way. | ||
Before we get started I'd recommend using my example mod as a reference, as well as Groove Wizard's [https://github.com/chadvandy/tw_autogen Visual Studio development environment] for your scripting, and Groove's [https://steamcommunity.com/sharedfiles/filedetails/?id=2791799449 Modding Development Tools: Lua Console] to test the code in game (yes this man is a machine). This guide assumes some knowledge of RFPM and scripting. | Before we get started I'd recommend using my example mod as a reference, as well as Groove Wizard's [https://github.com/chadvandy/tw_autogen Visual Studio development environment] for your scripting, and Groove's [https://steamcommunity.com/sharedfiles/filedetails/?id=2791799449 Modding Development Tools: Lua Console] to test the code in game (yes this man is a machine). This guide assumes some knowledge of RFPM and scripting. |
Revision as of 15:40, 10 July 2023
Originally written by Pear
This guide and the example mod are my submission for Mod Jam #7.
Pooled Resources are cool. The problem is their application is often limited. This tutorial aims to fix that by explaining how to use Pooled Resources as costs for units in the main recruitment panel and providing an example mod for reference. The method used here can be applied to a range of other things such as RoRs, lords, agents, buildings, technologies, or anything like that.
There's currently nothing in the tables to make units cost Pooled Resources except for a few faction-specific things so we have to use Lua UI scripting instead. It works by checking when the player has clicked certain units, taking away the defined cost of those units, and creating some UI components to visualise all this. The process consists of two main parts:
- Making the UI: creating UICs, enabling and disabling UICs, and setting text, tooltips, and icons.
- Triggering the UI: creating the UI at the right time, accounting for UI refreshes, and taking away / returning the Pooled Resource to the player in a multiplayer-friendly way.
Before we get started I'd recommend using my example mod as a reference, as well as Groove Wizard's Visual Studio development environment for your scripting, and Groove's Modding Development Tools: Lua Console to test the code in game (yes this man is a machine). This guide assumes some knowledge of RFPM and scripting.
๐งโ๐ Some UI Basics
If you're not familiar with UI modding then you may find this section useful. If you're too kool for skool, move along!
๐ Finding UI Components
In order to modify a part of the UI you need to find where it's located. To do this we can use the Context Viewer. A quick way to do this is by having the Context Viewer open and clicking on the screen with you mouse wheel.
For the purpose of this tutorial, try clicking the unit card you want to add a Pooled Resource to then expanding the unit card path in the Context Viewer until you find the "RecruitmentCost" UIC. Once you've found it, paste CopyFullPathToClipboard()
in the expression tester box. This copies the path to that UIC.
When copied it will look like this: ":root:units_panel:main_units_panel:..." and so on.
Referencing my example mod, you can write the path to the recruitment cost UIC for the Swordsmen unit like this:
local recruitment_uic = find_uicomponent(core:get_ui_root(), "units_panel", "main_units_panel", "recruitment_docker", "recruitment_options", "recruitment_listbox", "local1", "unit_list", "listview", "list_clip", "list_box", "wh_main_emp_inf_swordsmen_recruitable", "unit_icon", "RecruitmentCost")
It is fine as it is however it can be split into smaller, easier-to-access parts like this:
local recruitment_uic = find_uicomponent(core:get_ui_root(), "units_panel", "main_units_panel", "recruitment_docker", "recruitment_options", "recruitment_listbox", recruitment_type)
local listview_uic = find_uicomponent(recruitment_uic, "unit_list", "listview")
local unit_uic = find_uicomponent(listview_uic, "list_clip", "list_box", "wh_main_emp_inf_swordsmen_recruitable")
local recruitment_cost_uic = find_uicomponent(unit_uic, "unit_icon", "RecruitmentCost")
๐ท Creating / Copying Components
For our purposes we will probably only need to create copies of pre-existing UICs. To do that you need to use uicomponent:CopyComponent()
which is being used here to copy the recruitment cost UIC for the Swordsmen unit and naming the new UIC "prestige cost":
UIComponent(recruitment_cost_uic:CopyComponent("prestige_cost"))
Using the paths we've previously established, the path for this new "prestige_cost" UIC we've created is therefore:
local prestige_cost_parent_uic = find_uicomponent(unit_uic, "unit_icon", "prestige_cost")
โฌ๏ธ Repositioning Components
This part is a bit more tedious. You will need to use the console (shift + f3) from Groove's Modding Dev Tools to test where the new "prestige_cost" UIC we've created should be repositioned. To do that you need to use uicomponent:SetDockOffset()
. Using the code below you can test coordinates e.g. x = 0, y = 5 until the new UIC looks like it's in the right place:
local prestige_cost_parent_uic = find_uicomponent(unit_uic, "unit_icon", "prestige_cost")
prestige_cost_parent_uic:SetDockOffset(x, y)
If you really want to make sure it's in the right place take a screenshot and do a bit of pixel peeping in a photo editor and count the pixels between e.g. the original recruitment cost and the upkeep cost UICs and that's how many pixels your new component should be below the recruitment cost UIC.
Using my example mod, we can see that the correct coordinates for the normal recruitment panel are:
prestige_cost_parent_uic:SetDockOffset(8, 19)
this may change depending on the faction or panel e.g. RoRs or lords.
โ Handling the UI
For the purpose of this guide we will be keeping the vanilla treasury costs and making one new Pooled Resource cost which will go below the unit card. To make the UI components work we need functions and listeners!
IMPORTANT: Make sure you change the listener and saved value names from the examples to avoid incompatibilities.
๐ Initialising and Finalising UICs
This part of the guide requires a little knowledge of scripting as we'll be looking at two functions. In short, the two functions apply the UI knowledge we covered earlier (and a little extra) to create UICs, resize UICs, and set their docking points, text, and icons. Comments in the functions briefly explain what each part does so I won't go into too much detail here. If it does not make sense I'd suggest looking up the functions used in the documentation.
First, we need a table for the units we want to have Pooled Resource costs. It should contain the loc key for the unit's onscreen name, the unit's UIC (which is just the unit's key plus "_recruitable"), and the Pooled Resource cost. Together it should look like this:
local pr_units = {
{unit_name_loc = "land_units_onscreen_name_wh_main_emp_inf_spearmen_1", unit_uic = "wh_main_emp_inf_spearmen_1_recruitable", prestige_cost = 18},
{unit_name_loc = "land_units_onscreen_name_wh_main_emp_inf_swordsmen", unit_uic = "wh_main_emp_inf_swordsmen_recruitable", prestige_cost = 19}
}
This table is then used in the functions initialise_uics(recruitment_type)
and finalise_uics()
. The first function initialise_uics(recruitment_type)
handles resizing the parents for UICs to make sure the list clips are displaying our new components and everything else appears correctly.
local function initialise_uics(recruitment_type)
local recruitment_uic = find_uicomponent(core:get_ui_root(), "units_panel", "main_units_panel", "recruitment_docker", "recruitment_options", "recruitment_listbox", recruitment_type)
if recruitment_uic then
local recruitment_docker_uic = find_uicomponent(core:get_ui_root(), "units_panel", "main_units_panel", "recruitment_docker")
local unit_list = find_uicomponent(recruitment_uic, "unit_list")
local listview_uic = find_uicomponent(unit_list, "listview")
local list_clip_uic = find_uicomponent(listview_uic, "list_clip")
local list_box_uic = find_uicomponent(list_clip_uic, "list_box")
-- gets the reference unit from the table
local reference_unit
for i = 1, #pr_units do
reference_unit = pr_units[i].unit_uic
local unit_uic = find_uicomponent(list_box_uic, reference_unit)
if unit_uic then
break
elseif unit_uic == false then
reference_unit = nil
break
end
end
if reference_unit ~= nil then
local unit_uic = find_uicomponent(list_box_uic, reference_unit)
local recruitment_cost_uic = find_uicomponent(unit_uic, "unit_icon", "RecruitmentCost")
recruitment_docker_uic:SetCanResizeHeight(true)
recruitment_docker_uic:SetCanResizeWidth(true)
unit_list:SetCanResizeHeight(true)
unit_list:SetCanResizeWidth(true)
list_clip_uic:SetCanResizeHeight(true)
list_clip_uic:SetCanResizeWidth(true)
unit_uic:SetCanResizeHeight(true)
unit_uic:SetCanResizeWidth(true)
-- dimensions for resizing components
local width_rcc, height_rcc = recruitment_cost_uic:Dimensions()
-- resizing recruitment_docker
local width_rdc, height_rdc = recruitment_docker_uic:Dimensions()
recruitment_docker_uic:Resize(width_rdc, (height_rdc + (height_rcc * 2)), false)
-- resizing unit_list
local width_lrc, height_lrc = unit_list:Dimensions()
unit_list:Resize(width_lrc, (height_lrc + height_rcc), false)
-- resizing list_clip
local width_lcc, height_lcc = list_clip_uic:Dimensions()
list_clip_uic:Resize(width_lcc, (height_lcc + (height_rcc * 2) + 5), false) -- the plus 5 is to make sure there's no clipping at the bottom of the upkeep cost component
-- handling pr cost components
finalise_uics()
end
end
end
The second function finalise_uics()
handles the creation of our new UICs, setting the Pooled Resource costs, text, tooltips, icons, and handling anything that gets refreshed when UICs are clicked.
local function finalise_uics()
local recruitment_type
for g = 1, 2 do
-- loops for local recruitment and global recruitment
if g == 1 then
recruitment_type = "local1"
elseif g == 2 then
recruitment_type = "global"
end
local recruitment_uic = find_uicomponent(core:get_ui_root(), "units_panel", "main_units_panel", "recruitment_docker", "recruitment_options", "recruitment_listbox", recruitment_type)
if recruitment_uic then
for i = 1, #pr_units do
local unit_name = common.get_localised_string(pr_units[i].unit_name_loc)
local prestige_cost = pr_units[i].prestige_cost
local listview_uic = find_uicomponent(recruitment_uic, "unit_list", "listview")
local unit_uic = find_uicomponent(listview_uic, "list_clip", "list_box", pr_units[i].unit_uic)
if unit_uic then
local recruitment_cost_uic = find_uicomponent(unit_uic, "unit_icon", "RecruitmentCost")
local upkeep_cost_uic = find_uicomponent(unit_uic, "unit_icon", "UpkeepCost")
local prestige_cost_uic_check = find_uicomponent(unit_uic, "unit_icon", "prestige_cost")
if prestige_cost_uic_check == false then
UIComponent(recruitment_cost_uic:CopyComponent("prestige_cost"))
end
-- dimensions for resizing components
local width_rcc, height_rcc = recruitment_cost_uic:Dimensions()
-- resizing unit component
local width_uc, height_uc = unit_uic:Dimensions()
unit_uic:Resize(width_uc, (height_uc + (height_rcc * 2) + 5), false)
-- repositioning list_view
listview_uic:SetDockOffset(0, -24)
-- repositioning cost components
local prestige_cost_parent_uic = find_uicomponent(unit_uic, "unit_icon", "prestige_cost")
local prestige_cost_uic = find_uicomponent(prestige_cost_parent_uic, "Cost")
prestige_cost_parent_uic:SetDockOffset(8, 19)
upkeep_cost_uic:SetDockOffset(8, 42)
local faction = cm:get_faction(cm:get_local_faction_name(true))
local player_prestige = faction:pooled_resource_manager():resource("emp_prestige"):value()
if player_prestige >= prestige_cost then
-- setting cost text
prestige_cost_uic:SetStateText(tostring(prestige_cost), "")
else
-- setting cost text
prestige_cost_uic:SetStateText(tostring("col:red"..prestige_cost.."/col"), "")
local unit_uic_tooltip = unit_uic:GetTooltipText()
local cannot_recruit_loc = common.get_localised_string("random_localisation_strings_string_StratHudbutton_Cannot_Recruit_Unit0")
local insufficient_pr_loc = common.get_localised_string("pear_insufficient_pr_prestige_tooltip")
local unit_uic_tooltip_gsub = unit_uic_tooltip:gsub('[%W]', )
local left_click_loc_gsub = (common.get_localised_string("random_localisation_strings_string_StratHud_Unit_Card_Recruit_Selection")):gsub('[%W]', )
if string.match(unit_uic_tooltip_gsub, left_click_loc_gsub) then
unit_uic:SetTooltipText(unit_name.."\n\n"..cannot_recruit_loc.."\n\n"..insufficient_pr_loc, "", true)
else
unit_uic:SetTooltipText(unit_uic_tooltip.."\n"..insufficient_pr_loc, "", true)
end
-- disabling recruitment of unit
unit_uic:SetState("inactive")
unit_uic:SetDisabled(true)
end
-- setting cost icon
prestige_cost_uic:SetImagePath("ui/skins/default/prestige_bar_icon.png", 0)
-- setting cost tooltip
prestige_cost_parent_uic:SetTooltipText("Cost||This amount will be deducted from your Prestige in order to recruit this unit.", "", true)
-- setting the cost modified icon to invisible as the CCO is still for recruitment cost so make it appear when intended
local cost_modified_icon_uic = find_uicomponent(prestige_cost_uic, "cost_modified_icon")
cost_modified_icon_uic:Visible(false)
end
end
end
end
end
๐ฎ UIC Triggers
In order to trigger the functions we need listeners. The first one is PanelOpenedCampaign
. We can use this to tell when the main recruitment panel "units_recruitment"
is open so we can start setting up our UI. This is important because the UI usually refreshes when certain UICs are clicked which causes the panel to re-open. To find the name of the panel you're adding Pooled Resource costs to you can check the log produced by Groove's Modding Dev Tools. In the log it will look something like this:
[ui] <97.6s> Panel opened units_panel
[ui] <98.8s> Panel opened recruitment_options
[ui] <98.8s> Panel opened units_recruitment
For this listener to work for both local and global recruitment we need a for loop to run the set up for both types of recruitment which will use this table:
local recruitment_types = {
{recruitment_type = "local1"},
{recruitment_type = "global"}
}
We also need some saved values to make sure the listener doesn't continually resize the parent UI components every time something is clicked. Together the listener looks like this:
core:add_listener(
"EXAMPLE_PANEL_OPENED",
"PanelOpenedCampaign",
function(context)
return context.string == "units_recruitment"
end,
function()
for i = 1, #recruitment_types do
local recruitment_type = recruitment_types[i].recruitment_type
if cm:get_saved_value("EXAMPLE_INIT_1") ~= true then
cm:set_saved_value("EXAMPLE_INIT_1", true)
initialise_uics(recruitment_type)
else
finalise_uics()
return
end
end
end,
true
)
A refresh to the UI occurs when switching to the Encamp stance. This messes up the sizing of the parent panels. To account for this we need to use ComponentLClickUp
which checks when the Encamp button is pressed like this:
core:add_listener(
"EXAMPLE_UIC_CLICKED",
"ComponentLClickUp",
function(context)
return context.string == "button_MILITARY_FORCE_ACTIVE_STANCE_TYPE_SET_CAMP"
end,
function()
local recruitment_type = "global"
cm:callback(
function()
if cm:get_saved_value("EXAMPLE_ENCAMP_CLICKED_1") ~= true then
cm:set_saved_value("EXAMPLE_ENCAMP_CLICKED_1", true)
initialise_uics(recruitment_type)
else
finalise_uics()
end
end,
0.1 -- this delay is due to a timing issue with refreshing UI
)
end,
true
)
- This listener is used again later and combined with something else.
Now we need to use PanelClosedCampaign
to reset our saved values when the entire "units_panel"
closes.
core:add_listener(
"EXAMPLE_PANEL_CLOSED",
"PanelClosedCampaign",
function(context)
return context.string == "units_panel"
end,
function()
for i = 1, #recruitment_types do
local recruitment_type = recruitment_types[i].recruitment_type
cm:set_saved_value("EXAMPLE_INIT_1", false)
end
cm:set_saved_value("EXAMPLE_ENCAMP_CLICKED_1", false)
end,
true
)
Next we need to use ComponentLClickUp
and UITrigger
. These listeners act as a pair โ ComponentLClickUp
sends a message which is received by UITrigger
. This is required for multiplayer compatibility.
The ComponentLClickUp
listener contains 2 parts. *The first part is to account for a refresh in the UI when the army's stance is changed covered earlier. The second part is what sends the message to the UITrigger listener. Together this looks like:
core:add_listener(
"EXAMPLE_UIC_CLICKED",
"ComponentLClickUp",
true,
function(context)
if context.string == "button_MILITARY_FORCE_ACTIVE_STANCE_TYPE_SET_CAMP" then
local recruitment_type = "global"
cm:callback(
function()
if cm:get_saved_value("pr_cost_encamp_clicked") ~= true then
cm:set_saved_value("pr_cost_encamp_clicked", true)
initialise_uics(recruitment_type)
else
out("PR UNIT COST LOG - finalise_uics() from pr_unit_cost_finalise_uics.")
finalise_uics()
end
end,
0.1 -- this delay is due to a timing issue with refreshing UI
)
end
local unit_info_uic = find_uicomponent(core:get_ui_root(), "hud_campaign", "unit_info_panel_adopter", "unit_information_parent", "unit_info_panel_holder_parent", "unit_info_panel_holder", "unit_information", "info_parent", "info_panel", "tx_unit-type")
if unit_info_uic then
local unit_ui_name = unit_info_uic:GetStateText()
for i = 1, #pr_units do
local unit_name = common.get_localised_string(pr_units[i].unit_name_loc)
if unit_ui_name == unit_name then
cm:set_saved_value("pr_cost_unit_clicked", unit_name)
CampaignUI.TriggerCampaignScriptEvent(cm:get_faction(cm:get_local_faction_name(true)):command_queue_index(), context.string .."Clicked")
return
end
end
end
end,
true
)