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Funkin/source/funkin/modding/PolymodHandler.hx

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package funkin.modding;
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import funkin.util.macro.ClassMacro;
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import funkin.modding.module.ModuleHandler;
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import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.data.song.SongData;
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import funkin.play.stage.StageData;
import polymod.Polymod;
import polymod.backends.PolymodAssets.PolymodAssetType;
import polymod.format.ParseRules.TextFileFormat;
import funkin.data.event.SongEventData.SongEventParser;
import funkin.util.FileUtil;
import funkin.data.level.LevelRegistry;
import funkin.data.notestyle.NoteStyleRegistry;
import funkin.play.cutscene.dialogue.ConversationDataParser;
import funkin.play.cutscene.dialogue.DialogueBoxDataParser;
import funkin.play.cutscene.dialogue.SpeakerDataParser;
import funkin.data.song.SongRegistry;
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.
*/
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static final MOD_FOLDER:String = #if (REDIRECT_ASSETS_FOLDER && macos) "../../../../../../../example_mods" #elseif REDIRECT_ASSETS_FOLDER "../../../../example_mods" #else "mods" #end;
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static final CORE_FOLDER:Null<String> = #if (REDIRECT_ASSETS_FOLDER && macos) "../../../../../../../assets" #elseif REDIRECT_ASSETS_FOLDER "../../../../assets" #else null #end;
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public static function createModRoot()
{
FileUtil.createDirIfNotExists(MOD_FOLDER);
}
/**
* Loads the game with ALL mods enabled with Polymod.
*/
public static function loadAllMods()
{
// Create the mod root if it doesn't exist.
createModRoot();
trace("Initializing Polymod (using all mods)...");
loadModsById(getAllModIds());
}
/**
* Loads the game with configured mods enabled with Polymod.
*/
public static function loadEnabledMods()
{
// Create the mod root if it doesn't exist.
createModRoot();
trace("Initializing Polymod (using configured mods)...");
loadModsById(getEnabledModIds());
}
/**
* Loads the game without any mods enabled with Polymod.
*/
public static function loadNoMods()
{
// 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)...");
loadModsById([]);
}
public static function loadModsById(ids:Array<String>)
{
if (ids.length == 0)
{
trace('You attempted to load zero mods.');
}
else
{
trace('Attempting to load ${ids.length} mods...');
}
buildImports();
var loadedModList = 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 = Polymod.listModFiles(PolymodAssetType.IMAGE);
trace('Installed mods have replaced ${fileList.length} images.');
for (item in fileList)
trace(' * $item');
fileList = Polymod.listModFiles(PolymodAssetType.TEXT);
trace('Installed mods have added/replaced ${fileList.length} text files.');
for (item in fileList)
trace(' * $item');
fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_MUSIC);
trace('Installed mods have replaced ${fileList.length} music files.');
for (item in fileList)
trace(' * $item');
fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_SOUND);
trace('Installed mods have replaced ${fileList.length} sound files.');
for (item in fileList)
trace(' * $item');
fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_GENERIC);
trace('Installed mods have replaced ${fileList.length} generic audio files.');
for (item in fileList)
trace(' * $item');
#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);
Polymod.addImportAlias('flixel.system.FlxSound', flixel.sound.FlxSound);
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// Add blacklisting for prohibited classes and packages.
// `polymod.*`
for (cls in ClassMacro.listClassesInPackage('polymod'))
{
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if (cls == null) continue;
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var className = Type.getClassName(cls);
Polymod.blacklistImport(className);
}
}
static function buildParseRules():polymod.format.ParseRules
{
var output = polymod.format.ParseRules.getDefault();
// Ensure TXT files have merge support.
output.addType("txt", TextFileFormat.LINES);
// 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);
// 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: [
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"default" => "preload", "shared" => "", "songs" => "songs", "tutorial" => "tutorial", "week1" => "week1", "week2" => "week2", "week3" => "week3",
"week4" => "week4", "week5" => "week5", "week6" => "week6", "week7" => "week7", "weekend1" => "weekend1",
],
coreAssetRedirect: CORE_FOLDER,
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}
}
public static function getAllMods():Array<ModMetadata>
{
trace('Scanning the mods folder...');
var 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;
}
public static function getAllModIds():Array<String>
{
var modIds = [for (i in getAllMods()) i.id];
return modIds;
}
public static function setEnabledMods(newModList:Array<String>):Void
{
FlxG.save.data.enabledMods = newModList;
// Make sure to COMMIT the changes.
FlxG.save.flush();
}
/**
* Returns the list of enabled mods.
* @return Array<String>
*/
public static function getEnabledModIds():Array<String>
{
if (FlxG.save.data.enabledMods == null)
{
// NOTE: If the value is null, the enabled mod list is unconfigured.
// Currently, we default to disabling newly installed mods.
// If we want to auto-enable new mods, but otherwise leave the configured list in place,
// we will need some custom logic.
FlxG.save.data.enabledMods = [];
}
return FlxG.save.data.enabledMods;
}
public static function getEnabledMods():Array<ModMetadata>
{
var modIds = getEnabledModIds();
var modMetadata = getAllMods();
var enabledMods = [];
for (item in modMetadata)
{
if (modIds.indexOf(item.id) != -1)
{
enabledMods.push(item);
}
}
return enabledMods;
}
public static function forceReloadAssets()
{
// 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();
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SongEventParser.loadEventCache();
ConversationDataParser.loadConversationCache();
DialogueBoxDataParser.loadDialogueBoxCache();
SpeakerDataParser.loadSpeakerCache();
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StageDataParser.loadStageCache();
CharacterDataParser.loadCharacterCache();
ModuleHandler.loadModuleCache();
}
}