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fgdata/Nasal/tutorial.nas
mfranz cf16f4de88 support <model> definition in a tutorial file, so that tutorials can place
static scenery objects, like air-racing pylons, etc.
2007-03-20 17:32:28 +00:00

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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>
#
# <models>
# <model> - scenery object definition
# <path> - path to model (relative to $FG_ROOT)
# <longitude-deg>
# <latitude-deg>
# <elevation-ft>
# <heading-deg>
# <pitch-deg>
# <roll-deg
#
# <init> - Optional: Initialization section consist of one or more
# set nodes:
# <set>
# <property> - Property to set
# <value> - value
#
# <step> - Tutorial step - a segment of the tutorial, consisting of
# the following:
# <message> - Text instruction displayed when the tutorial reaches
# this step, and when neither the exit nor any error
# criteria have been fulfilled
# <audio> - 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:
# <message> - Error message to display if error criteria fulfilled.
# <audio> - Optional: wav filename to play when error condition fulfilled.
# <condition> - error condition (see $FG_ROOT/Docs/README.condition)
#
# <exit> - Exit criteria causing tutorial to progress to next step.
# <condition> - exit condition (see $FG_ROOT/Docs/README.condition)
#
# <end>
# <message>> - Optional: Text to display when the tutorial exits the last step.
# <audio> - Optional: wav filename to play when the tutorial exits the last step
#
# GLOBAL VARIABLES
#
var STEP_INTERVAL = 5; # time between tutorial steps
var EXIT_INTERVAL = 1; # time between fulfillment of a step and the start of the next step
var current_step = nil;
var num_errors = nil;
var tutorial = nil;
var num_step_runs = nil;
var audio_dir = nil;
var startTutorial = func {
var name = getprop("/sim/tutorial/current-tutorial");
if (name == nil) {
screen.log.write("No tutorial selected");
return;
}
tutorial = nil;
foreach (var c; props.globals.getNode("/sim/tutorial").getChildren("tutorial")) {
if (c.getNode("name").getValue() == name) {
tutorial = c;
break;
}
}
if (tutorial == nil) {
screen.log.write('Unable to find tutorial "' ~ name ~ '"');
return;
}
screen.log.write('Loading tutorial "' ~ name ~ '" ...');
is_running(1);
current_step = 0;
num_step_runs = 0;
num_errors = 0;
set_properties(tutorial.getNode("init"));
set_cursor(tutorial);
set_models(tutorial.getNode("models"));
init_nasal();
run_nasal(tutorial);
var dir = tutorial.getNode("audio-dir");
if (dir != nil) {
audio_dir = getprop("/sim/fg-root") ~ "/" ~ dir.getValue() ~ "/";
} else {
audio_dir = "";
}
var presets = tutorial.getChild("presets");
if (presets != nil) {
props.copy(presets, props.globals.getNode("/sim/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 (var c; eng.getChildren("engine")) {
c.getNode("magnetos", 1).setIntValue(3);
c.getNode("throttle", 1).setDoubleValue(0.5);
}
}
}
}
var timeofday = tutorial.getChild("timeofday");
if (timeofday != nil) {
fgcommand("timeofday", props.Node.new({"timeofday": timeofday.getValue()}));
}
# Pick up any weather conditions/scenarios set
setprop("/environment/rebuild-layers", getprop("/environment/rebuild-layers") + 1);
settimer(stepTutorial, STEP_INTERVAL);
}
var stopTutorial = func {
is_running(0);
remove_models();
set_cursor(props.Node.new());
}
# 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.
#
var stepTutorial = func {
if (!is_running()) {
return;
}
var voice = nil;
var message = nil;
# If we've reached the end of the tutorial, simply indicate and exit
if (current_step >= size(tutorial.getChildren("step"))) {
message = "Tutorial finished.";
var end = tutorial.getNode("end");
if (end != nil) {
var m = end.getNode("message");
if (m != nil) {
message = m.getValue();
}
var v = end.getNode("audio");
if (v != nil) {
voice = v.getValue();
}
run_nasal(end);
}
say(message, voice);
say("Deviations: " ~ num_errors);
is_running(0);
return;
}
var step = tutorial.getChildren("step")[current_step];
set_cursor(step);
var instr = step.getChild("message");
message = instr != nil ? instr.getValue() : "Tutorial step " ~ current_step;
if (!num_step_runs) {
# 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.
var v = step.getChild("audio");
if (v != nil) {
voice = v.getValue();
}
say(message, voice);
set_properties(step);
num_step_runs += 1;
settimer(stepTutorial, STEP_INTERVAL);
return;
}
run_nasal(step);
var error = 0;
# Check for error conditions
foreach (var e; step.getChildren("error")) {
if (props.condition(e.getNode("condition"))) {
error = 1;
num_errors += 1;
run_nasal(e);
var m = e.getNode("message");
if (m != nil) {
message = m.getValue();
var v = e.getChild("audio");
voice = v != nil ? v.getValue() : nil;
}
}
}
# Check for exit condition, but only if we didn't hit any errors
if (!error) {
var e = step.getNode("exit");
if (e != nil) {
if (props.condition(e.getNode("condition"))) {
run_nasal(e);
current_step += 1;
num_step_runs = 0;
return settimer(stepTutorial, EXIT_INTERVAL);
}
} else {
current_step += 1;
num_step_runs = 0;
return settimer(stepTutorial, EXIT_INTERVAL);
}
}
# Display the resulting message and wait to go around again.
say(message, voice, error);
settimer(stepTutorial, STEP_INTERVAL);
}
# scan all <set> blocks and set their <property> to <value>
# <set>
# <property>/foo/bar</property>
# <value>woof</value>
# </set>
#
var set_properties = func(node) {
node != nil or return;
foreach (var c; node.getChildren("set")) {
var p = c.getChild("property").getValue();
var v = c.getChild("value").getValue();
if (p != nil and v != nil) {
setprop(p, v);
}
}
}
var models = [];
var set_models = func(node) {
remove_models();
node != nil or return;
var manager = props.globals.getNode("/models", 1);
foreach (var src; node.getChildren("model")) {
var i = 0;
while (i += 1) {
if (manager.getChild("model", i, 0) == nil) {
break;
}
}
var dest = manager.getChild("model", i, 1);
props.copy(src, dest);
dest.getNode("load", 1); # this make the modelmgr load the model
dest.removeChildren("load");
append(models, dest);
}
}
var remove_models = func {
foreach (var m; models) {
m.getParent().removeChild(m.getName(), m.getIndex());
}
models = [];
}
var set_cursor = func(node) {
node != nil or return;
var loc = node.getNode("marker");
if (loc == nil) {
marker.getNode("arrow-enabled", 1).setBoolValue(0);
return;
}
var s = loc.getNode("scale");
marker.setValues({
"x/value": loc.getNode("x", 1).getValue(),
"y/value": loc.getNode("y", 1).getValue(),
"z/value": loc.getNode("z", 1).getValue(),
"scale/value": s != nil ? s.getValue() : 1,
"arrow-enabled": 1,
});
}
# Set and return running state. Disable/enable stop menu.
#
var is_running = func(which = nil) {
var prop = "/sim/tutorial/running";
if (which != nil) {
setprop(prop, which);
gui.menuEnable("tutorial-stop", which);
}
return getprop(prop);
}
# Output the message and optional sound recording.
#
var lastmsgcount = 0;
var say = func(msg, snd = nil, error = 0) {
var lastmsg = getprop("/sim/tutorial/last-message");
if (msg != lastmsg or (error == 1 and lastmsgcount == 1)) {
# Error messages are only displayed every 10 seconds (2 iterations)
# Other messages are only displayed if they change
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.
var prop = { path : audio_dir, file : snd };
fgcommand("play-audio-message", props.Node.new(prop));
screen.log.write(msg, 1, 1, 1);
}
setprop("/sim/tutorial/last-message", msg);
lastmsgcount = 0;
} else {
lastmsgcount += 1;
}
}
var run_nasal = func(node) {
node != nil or return;
foreach (var n; node.getChildren("nasal")) {
if (n.getNode("module") == nil) {
n.getNode("module", 1).setValue("__tutorial");
}
fgcommand("nasal", n);
}
}
# Set up the namespace for embedded Nasal.
#
var init_nasal = func {
globals.__tutorial = {
say : say,
next : func { current_step += 1; num_step_runs = 0 },
previous : func {
if (current_step > 0) {
current_step -= 1;
}
num_step_runs = 0;
},
};
}
var dialog = func {
fgcommand("dialog-show", props.Node.new({ "dialog-name" : "marker-adjust" }));
}
var marker = nil;
_setlistener("/sim/signals/nasal-dir-initialized", func {
marker = props.globals.getNode("/sim/model/marker", 1);
});