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fgdata/Nasal/tutorial.nas

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#
# Functions for XML-based tutorials
#
#
# Each tutorial consists of the following XML sections
#
# <name> - Tutorial Name
# <description> - description
# <audio-dir> - Optional: Directory to pick up audio instructions from.
# Relative to FG_ROOT
# <timeofday> - Optional: Time of day setting for tutorial:
# dawn/morning/noon/afternoon etc.
# <presets> - Optional: set of presets to used for start position.
# See commit-presets and gui/dialog/location-*.xml for details.
# <airport-id>
# <on-ground>
# <runway>
# <altitude-ft>
# <latitude-deg>
# <longitude-deg>
# <heading-deg>
# <airspeed-kt>
# <init> - Optional: Initialization section consist of one or more
# set nodes:
# <set>
# <prop> - Property to set
# <val> - value
# <step> - Tutorial step - a segment of the tutorial, consisting of
# the following:
# <instruction> - Text instruction displayed when the tutorial reaches
# this step, and when neither the exit nor any error
# criteria have been fulfilled
# <instruction-voice> - Optional: wav filename to play when displaying
# instruction
# <error> - Error conditions, causing error messages to be displayed.
# The tutorial doesn't advance while any error conditions are
# fulfilled. Consists of one or more check nodes:
# <check>
# <prop> - property to check.
# <lt> - less than value. One of <lt>, <gt>, <eq> must be defined
# <gt> - greater than value. One of <lt>, <gt>, <eq> must be defined
# <eq> - equal value. One of <lt>, <gt>, <eq> must be defined
# <msg> - Error message to display if error criteria fulfilled.
# <msg-voice> - Optional: wav filename to play when error condition fulfilled.
# <exit> - Exit criteria causing tutorial to progress to next step. Consists of
# one or more check nodes. All check nodes must be fulfilled at the same
# time of the tutorial to progress to the next step.
# <prop> - property to check.
# <lt> - less than value. One of <lt>, <gt>, <eq> must be defined
# <gt> - greater than value. One of <lt>, <gt>, <eq> must be defined
# <eq> - equal value. One of <lt>, <gt>, <eq> must be defined
#
# <endtext> - Optional: Text to display when the tutorial exits the last step.
# <endtext-voice> - Optional: wav filename to play when the tutorial exits the last step
#
# GLOBAL VARIABLES
#
# Time between tutorial steps.
STEP_TIME = 5;
# We also have a gap between the fulfillment of a step and the start
# of the next step. This can be much shorter.
STEP_EXIT = 1;
m_currentStep = 0;
m_errors = 0;
m_tutorial = 0;
m_firstEntry = 1;
m_stop = 0;
m_audioDir = "";
m_lastmsg = "";
m_lastmsgcount = 0;
#
# startTutorial()
#
# Start a tutorial defined within xiProp
#
startTutorial = func {
m_currentStep = 0;
m_errors = 0;
if (getprop("/sim/tutorial/current-tutorial") == nil)
{
# Tutorial not defined - exit
screen.log.write("No tutorial selected");
return;
}
ltutorial = getprop("/sim/tutorial/current-tutorial");
lfound = 0;
foreach(c; props.globals.getNode("/sim/tutorial").getChildren("tutorial"))
{
if (c.getChild("name").getValue() == ltutorial)
{
m_tutorial = c;
lfound = 1;
}
}
if (lfound == 0)
{
# Unable to find tutorial
screen.log.write("Unable to find tutorial : " ~ ltutorial);
return;
}
screen.log.write("Loading tutorial: " ~ ltutorial ~ " ...");
# If defined, get the audio directory
if (m_tutorial.getChild("audio-dir") != nil)
{
fg_root = getprop("/sim/fg-root");
m_audioDir = sprintf("%s/%s/", fg_root, m_tutorial.getChild("audio-dir").getValue());
}
# Set the time of day, if present
timeofday = m_tutorial.getChild("timeofday");
if (timeofday != nil)
{
fgcommand("timeofday", props.Node.new("timeofday", timeofday.getValue()));
}
# First, set any presets that might be present
presets = m_tutorial.getChild("presets");
if ((presets != nil) and (presets.getChildren() != nil))
{
children = presets.getChildren();
foreach(c; children)
{
setprop("/sim/presets/" ~ c.getName(), c.getValue());
}
# Apply the presets
fgcommand("presets-commit", props.Node.new());
# Set the various engines to be running
if (getprop("/sim/presets/on-ground"))
{
var eng = props.globals.getNode("/controls/engines");
if (eng != nil)
{
foreach (c; eng.getChildren("engine"))
{
c.getNode("magnetos", 1).setIntValue(3);
c.getNode("throttle", 1).setDoubleValue(0.5);
}
}
}
}
# Run through any initialization nodes
inits = m_tutorial.getChild("init");
if ((inits != nil) and (inits.getChildren("set") != nil))
{
children = inits.getChildren("set");
foreach(c; children)
{
setVal(c);
}
}
# Pick up any weather conditions/scenarios set
setprop("/environment/rebuild_layers", getprop("/environment/rebuild_layers")+1);
# Set the timer to start the first tutorial step
settimer(stepTutorial, STEP_TIME);
}
#
# stopTutorial
#
# Stops the current tutorial by setting m_stop.
#
stopTutorial = func
{
m_stop = 1;
settimer(resetStop, STEP_TIME);
}
#
# resetStop
#
# Reset the stop value, having given any running tutorials the
# chance to stop. Also reset the various state variables incase
# they have been changed.
resetStop = func
{
m_stop = 0;
m_currentStep = 0;
m_firstEntry = 1;
m_errors = 0;
}
#
# stepTutorial
#
# This function does the actual work. It is executed every 5 seconds.
#
# Each iteration it:
# - Gets the current step node from the tutorial
# - If this is the first time the step is entered, it displays the instruction message
# - Otherwise, it
# - Checks if the exit conditions have been met. If so, it increments the step counter.
# - Checks for any error conditions, in which case it displays a message to the screen and
# increments an error counter
# - Otherwise display the instructions for the step.
# - Sets the timer for 5 seconds again.
#
stepTutorial = func {
lerror = 0;
ltts = nil;
lsnd = nil;
lmessage = nil;
if (m_stop == 1)
{
# If we've been told to stop, just do so.
return;
}
# If we've reached the end of the tutorial, simply indicate and exit
if (m_currentStep == size(m_tutorial.getChildren("step")))
{
# End of tutorial.
lfinished = "Tutorial finished.";
if (m_tutorial.getChild("endtext") != nil)
{
lfinished = m_tutorial.getChild("endtext").getValue();
}
if (m_tutorial.getChild("endtext-voice") != nil)
{
lsnd = m_tutorial.getChild("endtext-voice").getValue();
}
say(lfinished ~ "\nDeviations: " ~ m_errors, lsnd);
return;
}
lstep = m_tutorial.getChildren("step")[m_currentStep];
lmessage = "Tutorial step " ~ m_currentStep;
if (lstep.getChild("instruction") != nil)
{
# By default, display the current instruction
lmessage = lstep.getChild("instruction").getValue();
}
if (m_firstEntry == 1)
{
# If this is the first time we've encountered this step :
# - Set any values required
# - Display any messages
# - Play any instructions.
#
# We then do not go through the error or exit processing, giving the user
# time to react to the instructions.
if (lstep.getChild("instruction-voice") != nil)
{
lsnd = lstep.getChild("instruction-voice").getValue();
}
say(lmessage, lsnd);
# Set any properties
foreach (c; lstep.getChildren("set"))
{
setVal(c);
}
m_firstEntry = 0;
settimer(stepTutorial, STEP_TIME);
return;
}
# Check for error conditions
if ((lstep.getChild("error") != nil) and
(lstep.getChild("error").getChildren("check") != nil))
{
#print("Checking errors");
foreach(c; lstep.getChild("error").getChildren("check"))
{
if (checkVal(c))
{
# and error condition was fulfilled - set the error message
lerror = 1;
m_errors = m_errors + 1;
if (c.getChild("msg") != nil)
{
lmessage = c.getChild("msg").getValue();
if (c.getChild("msg-voice") != nil)
{
lsnd = c.getChild("msg-voice").getValue();
}
}
}
}
}
# Check for exit condition, but only if we didn't hit any errors
if (lerror == 0)
{
if ((lstep.getChild("exit") == nil) or
(lstep.getChild("exit").getChildren("check") == nil))
{
m_currentStep = m_currentStep + 1;
m_firstEntry = 1;
settimer(stepTutorial, STEP_EXIT);
return;
}
else
{
lexit = 1;
foreach(c; lstep.getChild("exit").getChildren("check"))
{
if (checkVal(c) == 0)
{
lexit = 0;
}
}
if (lexit == 1)
{
# Passed all exit steps
m_currentStep = m_currentStep + 1;
m_firstEntry = 1;
settimer(stepTutorial, STEP_EXIT);
return;
}
}
}
# Display the resulting message and wait to go around again.
say(lmessage, lsnd);
settimer(stepTutorial, STEP_TIME);
}
# Set a value in the property tree based on an entry of the form
# <set>
# <prop>/foo/bar</prop>
# <val>woof</val>
# </set>
#
setVal = func {
node = arg[0];
if (node.getName("set"))
{
lprop = node.getChild("prop").getValue();
lval = node.getChild("val").getValue();
if ((lprop != nil) and (lval != nil))
{
setprop(lprop, lval);
}
}
}
# Check a value in the property tree based on an entry of the form
#
# <check>
# <prop>/foo/bar</prop>
# <_operator_>woof</_operator_>
#
# where _operator_ may be one of "eq", "lt", "gt"
#
checkVal = func {
node = arg[0];
if (node.getName("check"))
{
lprop = node.getChild("prop").getValue();
if (getprop(lprop) == nil)
{
# This is probably an error
print("Undefined property: " ~ lprop);
return 0;
}
if ((node.getChild("eq") != nil) and
(getprop(lprop) == node.getChild("eq").getValue()))
{
return 1;
}
if ((node.getChild("lt") != nil) and
(getprop(lprop) < node.getChild("lt").getValue() ))
{
return 1;
}
if ((node.getChild("gt") != nil) and
(getprop(lprop) > node.getChild("gt").getValue() ))
{
return 1;
}
}
return 0;
}
#
# Output the message and optional sound recording.
#
say = func(msg, snd=nil)
{
# We only display the same message after 20 seconds. This stops
# any voice instructions or festival TTS repeating too quickly.
if ((msg != m_lastmsg) or (m_lastmsgcount == 3))
{
# We're either re-displaying after 20 seconds, or
# displaying a new message.
if (snd == nil)
{
# Simply set to the co-pilot channel. TTS is picked up automatically.
setprop("/sim/messages/copilot", msg);
}
else
{
# Play the audio, and write directly to the screen-logger to avoid
# any tts being sent to festival.
lprop = { path : m_audioDir, file : snd };
fgcommand("play-audio-message", props.Node.new(lprop) );
screen.log.write(msg, 1, 1, 1);
}
m_lastmsg = msg;
m_lastmsgcount = 0;
}
else
{
m_lastmsgcount = m_lastmsgcount + 1;
}
}