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Funkin/source/funkin/modding/PolymodHandler.hx

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Haxe
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package funkin.modding;
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import funkin.data.dialogue.ConversationRegistry;
import funkin.data.dialogue.DialogueBoxRegistry;
import funkin.data.dialogue.SpeakerRegistry;
import funkin.data.event.SongEventRegistry;
import funkin.data.level.LevelRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.data.song.SongRegistry;
import funkin.data.stage.StageRegistry;
import funkin.data.freeplay.AlbumRegistry;
import funkin.modding.module.ModuleHandler;
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import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.save.Save;
import funkin.util.FileUtil;
import funkin.util.macro.ClassMacro;
import polymod.backends.PolymodAssets.PolymodAssetType;
import polymod.format.ParseRules.TextFileFormat;
import polymod.Polymod;
/**
* A class for interacting with Polymod, the atomic modding framework for Haxe.
*/
class PolymodHandler
{
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/**
* The API version that mods should comply with.
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* Format this with Semantic Versioning; <MAJOR>.<MINOR>.<PATCH>.
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* Bug fixes increment the patch version, new features increment the minor version.
* Changes that break old mods increment the major version.
*/
static final API_VERSION:String = '0.1.0';
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/**
* Where relative to the executable that mods are located.
*/
static final MOD_FOLDER:String =
#if (REDIRECT_ASSETS_FOLDER && macos)
'../../../../../../../example_mods'
#elseif REDIRECT_ASSETS_FOLDER
'../../../../example_mods'
#else
'mods'
#end;
static final CORE_FOLDER:Null<String> =
#if (REDIRECT_ASSETS_FOLDER && macos)
'../../../../../../../assets'
#elseif REDIRECT_ASSETS_FOLDER
'../../../../assets'
#else
null
#end;
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/**
* If the mods folder doesn't exist, create it.
*/
public static function createModRoot():Void
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{
FileUtil.createDirIfNotExists(MOD_FOLDER);
}
/**
* Loads the game with ALL mods enabled with Polymod.
*/
public static function loadAllMods():Void
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{
// Create the mod root if it doesn't exist.
createModRoot();
trace('Initializing Polymod (using all mods)...');
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loadModsById(getAllModIds());
}
/**
* Loads the game with configured mods enabled with Polymod.
*/
public static function loadEnabledMods():Void
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{
// Create the mod root if it doesn't exist.
createModRoot();
trace('Initializing Polymod (using configured mods)...');
loadModsById(Save.instance.enabledModIds);
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}
/**
* Loads the game without any mods enabled with Polymod.
*/
public static function loadNoMods():Void
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{
// Create the mod root if it doesn't exist.
createModRoot();
// We still need to configure the debug print calls etc.
trace('Initializing Polymod (using no mods)...');
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loadModsById([]);
}
/**
* Load all the mods with the given ids.
* @param ids The ORDERED list of mod ids to load.
*/
public static function loadModsById(ids:Array<String>):Void
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{
if (ids.length == 0)
{
trace('You attempted to load zero mods.');
}
else
{
trace('Attempting to load ${ids.length} mods...');
}
buildImports();
var loadedModList:Array<ModMetadata> = polymod.Polymod.init(
{
// Root directory for all mods.
modRoot: MOD_FOLDER,
// The directories for one or more mods to load.
dirs: ids,
// Framework being used to load assets.
framework: OPENFL,
// The current version of our API.
apiVersionRule: API_VERSION,
// Call this function any time an error occurs.
errorCallback: PolymodErrorHandler.onPolymodError,
// Enforce semantic version patterns for each mod.
// modVersions: null,
// A map telling Polymod what the asset type is for unfamiliar file extensions.
// extensionMap: [],
frameworkParams: buildFrameworkParams(),
// List of filenames to ignore in mods. Use the default list to ignore the metadata file, etc.
ignoredFiles: Polymod.getDefaultIgnoreList(),
// Parsing rules for various data formats.
parseRules: buildParseRules(),
// Parse hxc files and register the scripted classes in them.
useScriptedClasses: true,
loadScriptsAsync: #if html5 true #else false #end,
});
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if (loadedModList == null)
{
trace('An error occurred! Failed when loading mods!');
}
else
{
if (loadedModList.length == 0)
{
trace('Mod loading complete. We loaded no mods / ${ids.length} mods.');
}
else
{
trace('Mod loading complete. We loaded ${loadedModList.length} / ${ids.length} mods.');
}
}
for (mod in loadedModList)
{
trace(' * ${mod.title} v${mod.modVersion} [${mod.id}]');
}
#if debug
var fileList:Array<String> = Polymod.listModFiles(PolymodAssetType.IMAGE);
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trace('Installed mods have replaced ${fileList.length} images.');
for (item in fileList)
{
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trace(' * $item');
}
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fileList = Polymod.listModFiles(PolymodAssetType.TEXT);
trace('Installed mods have added/replaced ${fileList.length} text files.');
for (item in fileList)
{
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trace(' * $item');
}
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fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_MUSIC);
trace('Installed mods have replaced ${fileList.length} music files.');
for (item in fileList)
{
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trace(' * $item');
}
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fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_SOUND);
trace('Installed mods have replaced ${fileList.length} sound files.');
for (item in fileList)
{
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trace(' * $item');
}
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fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_GENERIC);
trace('Installed mods have replaced ${fileList.length} generic audio files.');
for (item in fileList)
{
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trace(' * $item');
}
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#end
}
static function buildImports():Void
{
// Add default imports for common classes.
// Add import aliases for certain classes.
// NOTE: Scripted classes are automatically aliased to their parent class.
Polymod.addImportAlias('flixel.math.FlxPoint', flixel.math.FlxPoint.FlxBasePoint);
// Add blacklisting for prohibited classes and packages.
// `polymod.*`
for (cls in ClassMacro.listClassesInPackage('polymod'))
{
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if (cls == null) continue;
var className:String = Type.getClassName(cls);
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Polymod.blacklistImport(className);
}
}
static function buildParseRules():polymod.format.ParseRules
{
var output:polymod.format.ParseRules = polymod.format.ParseRules.getDefault();
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// Ensure TXT files have merge support.
output.addType('txt', TextFileFormat.LINES);
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// Ensure script files have merge support.
output.addType('hscript', TextFileFormat.PLAINTEXT);
output.addType('hxs', TextFileFormat.PLAINTEXT);
output.addType('hxc', TextFileFormat.PLAINTEXT);
output.addType('hx', TextFileFormat.PLAINTEXT);
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// You can specify the format of a specific file, with file extension.
// output.addFile("data/introText.txt", TextFileFormat.LINES)
return output;
}
static inline function buildFrameworkParams():polymod.Polymod.FrameworkParams
{
return {
assetLibraryPaths: [
'default' => 'preload', 'shared' => 'shared', 'songs' => 'songs', 'tutorial' => 'tutorial', 'week1' => 'week1', 'week2' => 'week2',
'week3' => 'week3', 'week4' => 'week4', 'week5' => 'week5', 'week6' => 'week6', 'week7' => 'week7', 'weekend1' => 'weekend1',
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],
coreAssetRedirect: CORE_FOLDER,
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}
}
/**
* Retrieve a list of metadata for ALL installed mods, including disabled mods.
* @return An array of mod metadata
*/
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public static function getAllMods():Array<ModMetadata>
{
trace('Scanning the mods folder...');
var modMetadata:Array<ModMetadata> = Polymod.scan(
{
modRoot: MOD_FOLDER,
apiVersionRule: API_VERSION,
errorCallback: PolymodErrorHandler.onPolymodError
});
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trace('Found ${modMetadata.length} mods when scanning.');
return modMetadata;
}
/**
* Retrieve a list of ALL mod IDs, including disabled mods.
* @return An array of mod IDs
*/
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public static function getAllModIds():Array<String>
{
var modIds:Array<String> = [for (i in getAllMods()) i.id];
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return modIds;
}
/**
* Retrieve a list of metadata for all enabled mods.
* @return An array of mod metadata
*/
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public static function getEnabledMods():Array<ModMetadata>
{
var modIds:Array<String> = Save.instance.enabledModIds;
var modMetadata:Array<ModMetadata> = getAllMods();
var enabledMods:Array<ModMetadata> = [];
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for (item in modMetadata)
{
if (modIds.indexOf(item.id) != -1)
{
enabledMods.push(item);
}
}
return enabledMods;
}
/**
* Clear and reload from disk all data assets.
* Useful for "hot reloading" for fast iteration!
*/
public static function forceReloadAssets():Void
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{
// Forcibly clear scripts so that scripts can be edited.
ModuleHandler.clearModuleCache();
Polymod.clearScripts();
// Forcibly reload Polymod so it finds any new files.
// TODO: Replace this with loadEnabledMods().
funkin.modding.PolymodHandler.loadAllMods();
// Reload scripted classes so stages and modules will update.
Polymod.registerAllScriptClasses();
// Reload everything that is cached.
// Currently this freezes the game for a second but I guess that's tolerable?
// TODO: Reload event callbacks
// These MUST be imported at the top of the file and not referred to by fully qualified name,
// to ensure build macros work properly.
SongRegistry.instance.loadEntries();
LevelRegistry.instance.loadEntries();
NoteStyleRegistry.instance.loadEntries();
SongEventRegistry.loadEventCache();
ConversationRegistry.instance.loadEntries();
DialogueBoxRegistry.instance.loadEntries();
SpeakerRegistry.instance.loadEntries();
AlbumRegistry.instance.loadEntries();
StageRegistry.instance.loadEntries();
CharacterDataParser.loadCharacterCache(); // TODO: Migrate characters to BaseRegistry.
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ModuleHandler.loadModuleCache();
}
}