package funkin.modding; import funkin.modding.module.ModuleHandler; import funkin.play.stage.StageData; import polymod.Polymod; import polymod.backends.PolymodAssets.PolymodAssetType; import polymod.format.ParseRules.TextFileFormat; class PolymodHandler { /** * The API version that mods should comply with. * Format this with Semantic Versioning; ... * 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 = "0.1.0"; /** * Where relative to the executable that mods are located. */ static final MOD_FOLDER = "mods"; /** * Loads the game with ALL mods enabled with Polymod. */ public static function loadAllMods() { trace("Initializing Polymod (using all mods)..."); loadModsById(getAllModIds()); } /** * Loads the game with configured mods enabled with Polymod. */ public static function loadEnabledMods() { trace("Initializing Polymod (using configured mods)..."); loadModsById(getEnabledModIds()); } /** * Loads the game without any mods enabled with Polymod. */ public static function loadNoMods() { // We still need to configure the debug print calls etc. trace("Initializing Polymod (using no mods)..."); loadModsById([]); } public static function loadModsById(ids:Array) { if (ids.length == 0) { trace('You attempted to load zero mods.'); } else { trace('Attempting to load ${ids.length} mods...'); } 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. apiVersion: 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, }); if (loadedModList == null) { trace('[POLYMOD] An error occurred! Failed when loading mods!'); } else { if (loadedModList.length == 0) { trace('[POLYMOD] Mod loading complete. We loaded no mods / ${ids.length} mods.'); } else { trace('[POLYMOD] 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('[POLYMOD] Installed mods have replaced ${fileList.length} images.'); for (item in fileList) trace(' * $item'); fileList = Polymod.listModFiles(PolymodAssetType.TEXT); trace('[POLYMOD] Installed mods have replaced ${fileList.length} text files.'); for (item in fileList) trace(' * $item'); fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_MUSIC); trace('[POLYMOD] Installed mods have replaced ${fileList.length} music files.'); for (item in fileList) trace(' * $item'); fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_SOUND); trace('[POLYMOD] Installed mods have replaced ${fileList.length} sound files.'); for (item in fileList) trace(' * $item'); fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_GENERIC); trace('[POLYMOD] Installed mods have replaced ${fileList.length} generic audio files.'); for (item in fileList) trace(' * $item'); #end } 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: [ "songs" => "songs", "shared" => "", "tutorial" => "tutorial", "scripts" => "scripts", "week1" => "week1", "week2" => "week2", "week3" => "week3", "week4" => "week4", "week5" => "week5", "week6" => "week6", "week7" => "week7", "week8" => "week8", ] } } public static function getAllMods():Array { trace('Scanning the mods folder...'); var modMetadata = Polymod.scan(MOD_FOLDER); trace('Found ${modMetadata.length} mods when scanning.'); return modMetadata; } public static function getAllModIds():Array { var modIds = [for (i in getAllMods()) i.id]; return modIds; } public static function setEnabledMods(newModList:Array):Void { FlxG.save.data.enabledMods = newModList; // Make sure to COMMIT the changes. FlxG.save.flush(); } /** * Returns the list of enabled mods. * @return Array */ public static function getEnabledModIds():Array { 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 { 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.hscript.PolymodScriptClass.clearScriptClasses(); // Forcibly reload Polymod so it finds any new files. loadEnabledMods(); // Reload scripted classes so stages and modules will update. polymod.hscript.PolymodScriptClass.registerAllScriptClasses(); // Reload the stages in cache. // TODO: Currently this causes lag since you're reading a lot of files, how to fix? StageDataParser.loadStageCache(); ModuleHandler.loadModuleCache(); } }