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Author Topic: Programmable Sleep Clock v3.31  (Read 301324 times)
J. M. Pescado
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Re: Programmable Sleep Clock v3.31
« Reply #200 on: 2006 November 09, 09:00:14 »
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I think I've come up with a way to do automatic class bed setting. I've verified that the Lua code works, anyway:

Code:
local bed = GetPrimitiveParameter(0)
local g = GlobalObjManager:getObjectGUIDFromObjectId(bed)
SetTemp(0, GetConstantWithGuid(g, 4097, 2))

All you'd have to do is pass the bed objectId to the Lua, and this would give you the Energy rating.
Oh? Now that's interesting. What LUA is this?
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Re: Programmable Sleep Clock v3.31
« Reply #201 on: 2006 November 09, 11:18:12 »
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I have a demonstration of how to do Lua like that in my new (lua-tester2b) hack I just posted.
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twojeffs
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Re: Programmable Sleep Clock v3.31
« Reply #202 on: 2006 November 10, 05:09:57 »
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Oh, shiney! Thanks for pointing that out, Dizzy. I need that for ACR so I can abandon my half-assed workaround I had to do for sleepage after woohoo. Grin

ETA: Ah, so that's a custom lua function you wrote. Easy enough to define as a local lua object in the controller though. I'll have to give it a shot.
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J. M. Pescado
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Re: Programmable Sleep Clock v3.31
« Reply #203 on: 2006 November 10, 05:57:11 »
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Do I need to install some janky program to mess with this LUA stuff or can this be done in NOTEPAD? I hate installing crap.
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Re: Programmable Sleep Clock v3.31
« Reply #204 on: 2006 November 10, 07:18:30 »
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You can define it as a local function and just include the code to run in the text file. I've seen examples of that in the code. Unfortunately I don't remember where at the moment. I'll have to dig one up to verify how it's done. That way you don' t need to compile an actual lua file at all.
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Re: Programmable Sleep Clock v3.31
« Reply #205 on: 2006 November 10, 10:49:02 »
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If you clear the bit 0 of flags in the Lua primitive, the SimAntics game engine will execute a Lua loadstring() of the indicated STR#'s description after doing a quick filter (they don't let you dofile() anymore, for example). I've been doing this for the past couple weeks in testing, and I've had no real problems.
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J. M. Pescado
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Re: Programmable Sleep Clock v3.31
« Reply #206 on: 2006 November 10, 11:57:54 »
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...in English this time?
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Re: Programmable Sleep Clock v3.31
« Reply #207 on: 2006 November 10, 13:20:33 »
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Let's look at an example:

Code:
# Group = 0x7F1D0F49, Instance = 0x1030
# Title = Interaction - Pet - Give Birth

Look through that mess of code and you'll eventually notice this:

Code:
    59: Lua: Private - "OpenBirth", defined in description, Passing in params where param 0 = Local 0, param 1 = 0, param 2 = 0; true: 2E, false: 2E
        [ 007E: (00) 30010100FAFF19000007000007000000 ]
    5A: Lua: Private - "CloseBirth", defined in description; true: 63, false: 63
        [ 007E: (00) 30010200F2FF07000007000007000000 ]

Notice that both those Lua primitives are "defined in description" as per their flags settings.

Now, if you look at "Group = 0x7F1D0F49, STR# 0x130(Lua Scripts)", you see this:

Code:
0x0: OpenBirth
local numPKs = GetPrimitiveParameter(0)
nUI.OpenProgressDialog(4276996822)
nUI.ShowProgressDialogControl(1, false)
nUI.ShowProgressDialogControl(2, false)
nUI.ShowProgressDialogControl(3, false)
nUI.ShowProgressDialogControl(4, false)
nUI.ShowProgressDialogControl(numPKs, true)

0x1: CloseBirth
nUI.CloseProgressDialog()

The description for the first string contains the Lua code for the first command, and the description for the second string contains the code for the second. Pretty simple, really.
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Re: Programmable Sleep Clock v3.31
« Reply #208 on: 2006 November 10, 18:49:21 »
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Ah yes, the pet birth code. That's where I saw the local lua code. Thanks again Dizzy. Smiley
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J. M. Pescado
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Re: Programmable Sleep Clock v3.31
« Reply #209 on: 2006 November 10, 20:48:08 »
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That made much more sense. How reverse-compatible is this, though? How far back in the engine can we expect to be able to do this?
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Re: Programmable Sleep Clock v3.31
« Reply #210 on: 2006 November 10, 21:38:21 »
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I think Lua in descriptions goes back to Nightlife, albeit about half the global functions were probably added for OfB. Probably would be a good rule of thumb to require OfB or newer for Lua mods.
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Re: Programmable Sleep Clock v3.31
« Reply #211 on: 2006 November 14, 06:52:48 »
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I'm having a oddity. All my sims run to the bed and go into a "go to bed" "Be used" querie seizure. At first I thought it was twojeffs ownership of beds hack, but when I removed that; this problem continued. I have now removed all hacks that have to do anything with beds except the clock, made sure them bastards were truly gone, and it's still doing the same thing.

I removed my moreawesomethanyou directory, Dl'ed the most up to date OFB version, and immediately they resume the querie seizure.
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Re: Programmable Sleep Clock v3.31
« Reply #212 on: 2006 November 14, 07:52:12 »
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How are you triggering this? Does it happen on its own, or are you manually issuing the orders?
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Re: Programmable Sleep Clock v3.31
« Reply #213 on: 2006 November 14, 09:09:58 »
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This happens on its own.

The clock tells sim to head to bed. They run to the side of the bed and the loop begins and doesn't stop until the game is paused and the querie is killed. They will get in the bed if you manually make them. In a double bed, the querie reacts by flooding the top of the screen with the "Go to sleep" "be used" icons. In a single bed, they don't even attempt to go to the bed. the querie comes up, and goes away, and then repeats.

I'm going to turn on debug and see if it causes a error, but all it seems to be doing is going into a impossible command loop.

Edit: Apparently something messed up the clocks in every lot in the neighborhood. Removing the clocks and putting new ones fixed the problem. twojeffs bed ownership hack appeared to caused some sort of spazz out, and the clocks retained this spazziness even after the bed ownership hack being removed.
« Last Edit: 2006 November 14, 09:52:49 by ThyGuy » Logged

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Re: Programmable Sleep Clock v3.31
« Reply #214 on: 2006 November 27, 13:40:29 »
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I like how the latest version auto-determines the proper setting for the bed, but I'm a bit unclear on how it all works.  So let me say how I understand it, and you tell me if I'm wrong. Smiley  And then I have a question or two.

1) When putting the SC on a new lot, it automatically determines the proper setting for the bed, so the sim only has to set the wake time and the bed time settings.
2) On existing lots, the SC adjusts to the bed that's there (since the 'bed class' menu item is gone).

So, does the auto-bed class work with any bed, even custom ones?  Or will we still have to set custom ones manually? (I haven't played any lots with custom beds yet.)
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J. M. Pescado
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Re: Programmable Sleep Clock v3.31
« Reply #215 on: 2006 November 27, 15:13:31 »
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Post-OFB games should be able to autodetect the sim's bed level, provided no one is in it at the time. If the autodetect succeeds, the only option you can set it to will be the correct one.
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Re: Programmable Sleep Clock v3.31
« Reply #216 on: 2006 November 27, 17:18:22 »
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So, does the auto-bed class work with any bed, even custom ones?  Or will we still have to set custom ones manually? (I haven't played any lots with custom beds yet.)

As long as the custom beds work with the BedGlobals, it should work with the auto-detect. AFAIK, there are no custom beds that don't use BedGlobals.
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Re: Programmable Sleep Clock v3.31
« Reply #217 on: 2006 December 11, 06:04:15 »
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I have one custom bed who's Comfort/Energy stats don't seem to match any other bed (single, double, Maxis or custom) in my catalog. Not sure what class to set the clock for. It's a single bed from Kate @ Parsimonious with Comfort 7 & Energy 10, no Environment. Any thoughts?
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J. M. Pescado
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Re: Programmable Sleep Clock v3.31
« Reply #218 on: 2006 December 11, 08:24:18 »
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If the "auto" option exists, it will autodetect it.
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Re: Programmable Sleep Clock v3.31
« Reply #219 on: 2006 December 11, 14:21:01 »
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Post-OFB games should be able to autodetect the sim's bed level, provided no one is in it at the time.

Ah, ok -- I was wondering why the full bed class list was showing up when I checked it -- the sims were asleep at the time.  I'll have to remember to do it while they're awake.
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Re: Programmable Sleep Clock v3.31
« Reply #220 on: 2006 December 22, 16:32:23 »
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All of a sudden, many of my teens and children are popping out of bed in the middle of the night. It usually happens just when everyone in the house is asleep and the clock automatically goes to 3.They are not energy refreshed and their beds' covers are lumped up as if they are still inside.

When I removed the sleep clock from the two child/teen bedrooms in one of my homes they were able to sleep through the night.

The parents are unaffected and sleep through the night just fine, waking fully refreshed at the proper time.
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Re: Programmable Sleep Clock v3.31
« Reply #221 on: 2006 December 22, 18:51:22 »
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That sounds like an error. Get an error log.
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Re: Programmable Sleep Clock v3.31
« Reply #222 on: 2006 December 22, 23:16:32 »
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All of a sudden, many of my teens and children are popping out of bed in the middle of the night. It usually happens just when everyone in the house is asleep and the clock automatically goes to 3.They are not energy refreshed and their beds' covers are lumped up as if they are still inside.


That sounds like a bug that TJ recently squashed in his Smart Beds hack -- do you use that?  If so, have you updated it to 0.90?
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Re: Programmable Sleep Clock v3.31
« Reply #223 on: 2006 December 22, 23:42:21 »
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Not sure why you'd need a smart bed if you have the smart clock.
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Re: Programmable Sleep Clock v3.31
« Reply #224 on: 2006 December 23, 04:39:49 »
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The smart bed let me pick a bed by putting the sim nearby (or relaxing in) the bed of choice and choosing "adjust... bed ownership... own this bed" which was especially useful for homes with lots of kids sharing one room. The smart clock (and the reason it took me until recently to try using it again) used to require having some idea of which one of the E*..* codes was the right one for the right bed. If the smart clock is smarter about which bed belongs to which sim nowadays or if the smartbeds is superfluous in the face of smart clock then I will remove it.

I had come back earlier this evening to put in the error report for the teenager as you suggested, JMP, when I saw jsalemi's message regarding the update for the smartbeds. I thought I did have the latest version of smart beds but figured I should check before I posted a reply. Jsalemi, that was the problem. I had the old one from earlier in December. Once I updated the file and sent the kids back to bed the next sim night they slept straight through without any trouble. Thank you for pointing me in the right direction.

Pescado, I am terribly sorry that I suspected it was your impeccable smartclock that was at fault. I certainly should have known better.      Wink

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