Files
RowYourBoat/UE4SSScripts/main.lua

320 lines
11 KiB
Lua

-- RowYourBoat/scripts/main.lua
local modBaseFormIDs = {
["boat"] = 0x0015a8,
["lamp_off"] = 0x007dbc,
["lamp_on"] = 0x007dbe,
["seat"] = 0x003ee1,
["chest"] = 0x005451,
["ladder"] = 0x006923,
}
local objectClasses = {
["boat"] = "BP_MS08Rowboat_C",
["lamp_off"] = "BP_ShipLamp01_C",
["lamp_on"] = "BP_ShipLamp300_C",
["seat"] = "BP_LCStool01F_C",
["chest"] = "BP_PCChestClutterLower01_C",
["ladder"] = "BP_RopeLadder01_C",
}
local objectClassToTypes = {}
for objectType, className in pairs(objectClasses) do
objectClassToTypes[className] = objectType
end
local objectPaths = {
["boat"] = "/Game/Forms/worldobjects/activator/BP_MS08Rowboat.BP_MS08Rowboat_C",
["lamp_off"] = "/Game/Forms/worldobjects/activator/BP_ShipLamp01.BP_ShipLamp01_C",
["lamp_on"] = "/Game/Forms/worldobjects/light/BP_ShipLamp300.BP_ShipLamp300_C",
["seat"] = "/Game/Forms/worldobjects/furniture/BP_LCStool01F.BP_LCStool01F_C",
["chest"] = "/Game/Forms/worldobjects/container/BP_PCChestClutterLower01.BP_PCChestClutterLower01_C",
["ladder"] = "/Game/Forms/worldobjects/door/BP_RopeLadder01.BP_RopeLadder01_C",
}
local destroyedObjects = {}
local primaryObjects = {}
local initialized = false
local function log(message)
print("[RowYourBoat] " .. message .. "\n")
end
-- Extract base ID (last 6 hex digits) from a full FormID
local function GetBaseID(formId)
if not formId then
return nil
end
-- Mask off the load order bytes (first 2 hex digits)
return formId & 0xFFFFFF
end
-- Get FormID from a boat
local function GetObjectFormID(object)
if not object or not object:IsValid() then
return nil
end
local refComponent = object.TESRefComponent
if not refComponent or not refComponent:IsValid() then
log("Object does not have a valid TESRefComponent")
return nil
end
return tonumber(refComponent.FormIDInstance)
end
-- Check if a object matches a specific base ID
local function MatchesBaseID(object, baseId, objectType)
if not baseId then
return false
end
local formId = GetObjectFormID(object)
if not formId then
return false
end
local objectBaseId = GetBaseID(formId)
log(string.format(string.upper(objectType) .. " Object FormID: %x, BaseID: %x == %x", formId, objectBaseId, baseId))
return objectBaseId == baseId
end
-- Check if a boat is our mod-added boat
local function IsModObject(object, objectType)
return MatchesBaseID(object, modBaseFormIDs[objectType], objectType)
end
-- Check if a actor object is valid and should be considered
local function IsActorValid(object)
if not object or not object:IsValid() then
return false
end
-- Check if we've already destroyed this object
local objectId = tostring(object)
if destroyedObjects[objectId] then
return false
end
-- Skip default objects
local fullName = object:GetFullName()
if string.find(fullName, "Default__") then
return false
end
if object.bHidden == true or object.bActorIsBeingDestroyed == true then
return false
end
return true
end
-- Find all valid objects of type
local function FindAllObjects(objectType)
local objects = {}
local class = objectClasses[objectType]
local allObjects = FindAllOf(tostring(class))
if allObjects then
for i, object in pairs(allObjects) do
if IsActorValid(object) then
table.insert(objects, object)
end
end
end
return objects
end
-- Set or validate the primary object
local function SetPrimaryObject(objects, objectType)
local primaryObject = primaryObjects[objectType]
-- If we already have a primary object and it's still valid, keep it
if primaryObject and primaryObject:IsValid() and IsActorValid(primaryObject) then
log(string.upper(objectType) .. " Primary object already set and valid: " .. primaryObject:GetFullName())
return
end
-- Find the first valid mod object to be our primary
for _, object in ipairs(objects) do
primaryObjects[objectType] = object
log(string.upper(objectType) .. " Set primary mod object: " .. object:GetFullName())
break
end
end
local function DestroyObject(object, objectType)
if not object or not object:IsValid() then
return
end
local objectId = tostring(object)
local objectName = object:GetFullName()
-- Mark as destroyed first
destroyedObjects[objectId] = true
-- Hide and disable
local success = pcall(function()
object:SetActorHiddenInGame(true)
object:SetActorEnableCollision(false)
if object.SetActorTickEnabled then
object:SetActorTickEnabled(false)
end
object:K2_DestroyActor()
end)
if success then
log(string.upper(objectType) .. " Destroyed duplicate: " .. objectName)
else
log(string.upper(objectType) .. " Failed to destroy object: " .. objectName .. " - " .. tostring(object))
end
end
-- Clean up duplicate objects for type
local function CleanupDuplicatesOfType(objectType)
log(string.upper(objectType) .. " CleanupDuplicatesOfType")
local objects = FindAllObjects(objectType)
log(string.upper(objectType) .. " Found " .. #objects .. " objects of type")
-- Count and collect mod objects
local modObjects = {}
for _, object in ipairs(objects) do
if IsModObject(object, objectType) then
table.insert(modObjects, object)
end
end
log(string.upper(objectType) .. " Found " .. #modObjects .. " mod objects")
-- Set or validate primary object
SetPrimaryObject(modObjects, objectType)
-- If we have no duplicates, nothing to do
if #modObjects <= 1 then
if #modObjects == 0 then
log(string.upper(objectType) .. " No mod objects found, nulling primary object")
primaryObjects[objectType] = nil -- Reset if no mod boats exist
end
return
end
log(string.upper(objectType) .. " Found " .. #modObjects .. " mod objects, deleting primary one")
-- Delete all mod objects except the primary one
local removedCount = 0
local primaryModObject = primaryObjects[objectType]
if primaryModObject and primaryModObject:IsValid() then
for _, object in ipairs(modObjects) do
log(string.upper(objectType) .. " Object name: " .. object:GetFullName() .. " primaryObject name: " .. (primaryModObject and primaryModObject:GetFullName()) or "nil")
if object:GetFullName() == primaryModObject:GetFullName() then
DestroyObject(object, objectType)
removedCount = removedCount + 1
end
end
end
if removedCount > 0 then
log(string.upper(objectType) .. " Cleaned up " .. removedCount .. " duplicate object(s)")
end
end
-- Clean up duplicate objects
local function CleanupDuplicates()
for objectType, _ in pairs(objectClasses) do
CleanupDuplicatesOfType(objectType)
end
end
local function detectAndDeleteDuplicateObject(object, objectType)
local attempts = 0
local maxAttempts = 100 -- 100ms total timeout
if not object or not object:IsValid() then
log(string.upper(objectType) .. " Object is not valid, skipping")
return false -- Skip invalid objects
end
local fullName = object:GetFullName()
if string.find(fullName, "Default__") or string.find(fullName, "_Generated_") then
log(string.upper(objectType) .. " Skipping default or generated object: " .. fullName)
return false -- Skip default or generated objects which are guaranteed to not be what we are looking for
end
local function waitForFormId()
local formId = GetObjectFormID(object)
if formId and formId ~= 0 then
log(string.upper(objectType) .. " Found object FormID in attempts: " .. attempts)
if IsModObject(object, objectType) then
log(string.upper(objectType) .. " New mod object detected: " .. object:GetFullName())
local primaryObject = primaryObjects[objectType]
if primaryObject and primaryObject:IsValid() and IsActorValid(primaryObject) then
log(string.upper(objectType) .. " Delete old primary object: " .. primaryObject:GetFullName())
DestroyObject(primaryObject, objectType)
log(string.upper(objectType) .. " Setting new primary object: " .. object:GetFullName())
primaryObjects[objectType] = object
else
log(string.upper(objectType) .. " No current primary object, setting primary: " .. object:GetFullName())
primaryObjects[objectType] = object
end
end
elseif attempts < maxAttempts and object and object:IsValid() then
attempts = attempts + 1
ExecuteWithDelay(1, waitForFormId) -- Check again after 1ms
else
log(string.upper(objectType) .. " Failed to get FormID for new object after 100 attempts")
end
end
waitForFormId()
end
NotifyOnNewObject("/Script/Engine.Actor", function(object)
if not object then
return
end
local objectName
local success = pcall(function()
-- Check if object has IsValid method
if object.IsValid and not object:IsValid() then
return
end
-- Try to get the name
if type(object.GetFullName) == "function" then
objectName = object:GetFullName()
else
-- Fallback to string representation
objectName = tostring(object)
end
end)
if not success or type(objectName) ~= "string" then
return
end
local className = string.match(objectName, "^([^%s]+)")
if not className then
return
end
local objectType = objectClassToTypes[className]
if objectType then
log(string.upper(objectType) .. " Detected spawned object: " .. objectName)
detectAndDeleteDuplicateObject(object, objectType)
end
end)
-- -- Manual cleanup hotkey
-- RegisterKeyBind(Key.K, {ModifierKey.CONTROL}, function()
-- log("Manual cleanup triggered")
-- CleanupDuplicates()
-- end)
-- -- Debug key to reset primary boat
-- RegisterKeyBind(Key.K, {ModifierKey.ALT}, function()
-- log("Resetting primary boat")
-- primaryObjects = {}
-- destroyedObjects = {}
-- CleanupDuplicates()
-- end)
log("Script loaded!")
-- log(" CTRL-K = Manual cleanup (with debug info)")
-- log(" ALT-K = Reset primary boat selection")