feat(navne): nye bygninger navngives automatisk (stald efter dyretype, gårdsilo/marksilo, palleskur, fabrik efter butiksnavn; numre fortsætter) + Omdøb bygning-knap i bygningsfanerne (v1.40.0.0)
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@@ -1,7 +1,7 @@
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-- AD Names
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-- Egne bygningsnavne (FS25 kan ikke omdøbe bygninger): ADSmartPickup_names.xml i savegame-mappen,
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-- <ADSmartPickupNames><building id="placeable…" name="Gårdsilo 10"/></ADSmartPickupNames>.
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-- Moden læser filen og skriver den aldrig — spillerens/Claudes navne overlever. Bruges af alle navneopslag.
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-- Moden tilføjer kun navne (nye bygninger / Omdøb-knappen) og ændrer aldrig et eksisterende navn af sig selv.
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ADNames = {}
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ADNames.FILE_NAME = "ADSmartPickup_names.xml"
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@@ -18,12 +18,16 @@ function ADNames.fromRecords(records)
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return byId
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end
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local function getPath()
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local path = ADRunsStorage ~= nil and ADRunsStorage.getPath() or nil
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if path == nil then return nil end
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return (path:gsub(ADRunsStorage.FILE_NAME .. "$", ADNames.FILE_NAME))
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end
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function ADNames.load()
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ADNames.byId = {}
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local path = ADRunsStorage ~= nil and ADRunsStorage.getPath() or nil
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if path == nil then return end
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path = path:gsub(ADRunsStorage.FILE_NAME .. "$", ADNames.FILE_NAME)
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if not fileExists(path) then return end
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local path = getPath()
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if path == nil or not fileExists(path) then return end
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local xmlFile = XMLFile.load("ADSmartPickupNames", path)
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if xmlFile == nil then return end
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local records = {}
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@@ -43,3 +47,122 @@ function ADNames.forPlaceable(placeable)
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if ADNames.byId == nil then pcall(ADNames.load) end
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return (ADNames.byId or {})[tostring(placeable.uniqueId)]
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end
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function ADNames.save()
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local path = getPath()
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if path == nil then return false end
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local xmlFile = XMLFile.create("ADSmartPickupNames", path, ADNames.ROOT)
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if xmlFile == nil then return false end
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local ids = {}
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for id in pairs(ADNames.byId or {}) do table.insert(ids, id) end
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table.sort(ids)
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for index, id in ipairs(ids) do
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local key = string.format("%s.building(%d)", ADNames.ROOT, index - 1)
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xmlFile:setString(key .. "#id", id)
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xmlFile:setString(key .. "#name", ADNames.byId[id])
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end
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xmlFile:save()
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xmlFile:delete()
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return true
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end
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-- Omdøb (knappen i bygningsfanerne): gemmes straks; tomt navn = tilbage til butiksnavnet.
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function ADNames.set(id, name)
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if ADNames.byId == nil then pcall(ADNames.load) end
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local trimmed = type(name) == "string" and name:match("^%s*(.-)%s*$") or ""
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ADNames.byId[id] = trimmed ~= "" and trimmed or nil
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pcall(ADNames.save)
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Logging.info("ADSmartPickup: bygning %s omdøbt til '%s'", tostring(id), trimmed)
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if ADBuildings ~= nil and ADBuildings.invalidate ~= nil then ADBuildings.invalidate() end
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end
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local function position(placeable)
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local node = placeable ~= nil and placeable.rootNode or nil
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if node == nil then return nil end
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local x, _, z = getWorldTranslation(node)
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return x, z
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end
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local function animalTypeName(placeable)
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local ok, name = pcall(function()
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local index = placeable:getAnimalTypeIndex()
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local animalType = g_currentMission.animalSystem:getTypeByIndex(index)
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return animalType ~= nil and animalType.name or nil
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end)
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return ok and name or nil
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end
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local function rawName(placeable)
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local ok, name = pcall(placeable.getName, placeable)
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return ok and name ~= nil and tostring(name) or nil
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end
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-- Mark-markører ("F118") fra AutoDrive: {{name, x, z}}
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local function fieldMarkers(adEnv)
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local result = {}
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for _, marker in pairs(adEnv.ADGraphManager:getMapMarkers()) do
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if tostring(marker.name):match("^F%d+$") then
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local wayPoint = adEnv.ADGraphManager:getWayPointById(marker.id)
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if wayPoint ~= nil then table.insert(result, {name = marker.name, x = wayPoint.x, z = wayPoint.z}) end
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end
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end
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return result
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end
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-- Nye bygninger (uden navn) får et navn efter ADNaming; kaldes når bygningslisten bygges. Retter navnene i
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-- listen med det samme og gemmer filen, hvis der kom nye.
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function ADNames.autoName(adEnv, buildings)
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if ADNames.byId == nil then pcall(ADNames.load) end
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local existing = ADNames.byId or {}
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local missing = false
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for _, building in ipairs(buildings) do if existing[building.id] == nil and building.kind ~= "sell" then missing = true break end end
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if not missing then return end
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-- gårdens klynge: valgte gårdlagre i marksilo-flowet + siloer der allerede hedder "Gårdsilo …", og naboer ≤ 60 m
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local silos, farm, queue = {}, {}, {}
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for _, building in ipairs(buildings) do
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if building.kind == "silo" then
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local x, z = position(building.placeable)
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if x ~= nil then
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local silo = {id = building.id, x = x, z = z}
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table.insert(silos, silo)
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local isStore = ADFieldSilos ~= nil and ADFieldSiloConfig ~= nil and ADFieldSiloConfig.hasStore(ADFieldSilos.config, building.id)
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if isStore or tostring(existing[building.id] or ""):match("^Gårdsilo") then farm[building.id] = true; table.insert(queue, silo) end
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end
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end
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end
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while #queue > 0 do
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local current = table.remove(queue)
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for _, silo in ipairs(silos) do
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if not farm[silo.id] and (silo.x - current.x) ^ 2 + (silo.z - current.z) ^ 2 <= 3600 then farm[silo.id] = true; table.insert(queue, silo) end
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end
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end
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local fields = fieldMarkers(adEnv)
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local inputs = {}
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for _, building in ipairs(buildings) do
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if existing[building.id] == nil then
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local x, z = position(building.placeable)
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local nearest = nil
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if x ~= nil and building.kind == "silo" then
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for _, field in ipairs(fields) do
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local distance = math.sqrt((field.x - x) ^ 2 + (field.z - z) ^ 2)
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if nearest == nil or distance < nearest.distance then nearest = {name = field.name, distance = distance} end
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end
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end
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table.insert(inputs, {id = building.id, kind = building.kind, animal = building.kind == "husbandry" and animalTypeName(building.placeable) or nil,
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storeName = rawName(building.placeable), inFarmCluster = farm[building.id] == true, nearestField = nearest})
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end
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end
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local added = ADNaming.assign(inputs, existing)
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local count = 0
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for id, name in pairs(added) do
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existing[id] = name
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count = count + 1
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Logging.info("ADSmartPickup: ny bygning navngivet '%s' (%s)", name, id)
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end
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if count == 0 then return end
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ADNames.byId = existing
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for _, building in ipairs(buildings) do
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if added[building.id] ~= nil then building.name = added[building.id] end
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end
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pcall(ADNames.save)
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end
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