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bb09cc19e7
* Update Polymod to fix async script loading. * Got into the Main Menu but playstate doesn't work * Got into PlayState but GF script breaks! --------- Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
305 lines
9.7 KiB
Haxe
305 lines
9.7 KiB
Haxe
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;
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import funkin.play.song.SongData;
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import funkin.play.stage.StageData;
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import polymod.Polymod;
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import polymod.backends.PolymodAssets.PolymodAssetType;
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import polymod.format.ParseRules.TextFileFormat;
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import funkin.play.event.SongEventData.SongEventParser;
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import funkin.util.FileUtil;
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import funkin.data.level.LevelRegistry;
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import funkin.data.notestyle.NoteStyleRegistry;
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import funkin.play.cutscene.dialogue.ConversationDataParser;
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import funkin.play.cutscene.dialogue.DialogueBoxDataParser;
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import funkin.play.cutscene.dialogue.SpeakerDataParser;
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class PolymodHandler
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{
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/**
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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.
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* Changes that break old mods increment the major version.
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*/
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static final API_VERSION:String = "0.1.0";
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/**
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* Where relative to the executable that mods are located.
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*/
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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()
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{
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FileUtil.createDirIfNotExists(MOD_FOLDER);
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}
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/**
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* Loads the game with ALL mods enabled with Polymod.
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*/
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public static function loadAllMods()
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{
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// Create the mod root if it doesn't exist.
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createModRoot();
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trace("Initializing Polymod (using all mods)...");
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loadModsById(getAllModIds());
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}
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/**
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* Loads the game with configured mods enabled with Polymod.
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*/
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public static function loadEnabledMods()
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{
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// Create the mod root if it doesn't exist.
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createModRoot();
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trace("Initializing Polymod (using configured mods)...");
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loadModsById(getEnabledModIds());
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}
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/**
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* Loads the game without any mods enabled with Polymod.
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*/
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public static function loadNoMods()
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{
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// Create the mod root if it doesn't exist.
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createModRoot();
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// We still need to configure the debug print calls etc.
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trace("Initializing Polymod (using no mods)...");
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loadModsById([]);
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}
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public static function loadModsById(ids:Array<String>)
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{
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if (ids.length == 0)
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{
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trace('You attempted to load zero mods.');
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}
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else
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{
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trace('Attempting to load ${ids.length} mods...');
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}
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buildImports();
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var loadedModList = polymod.Polymod.init(
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{
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// Root directory for all mods.
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modRoot: MOD_FOLDER,
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// The directories for one or more mods to load.
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dirs: ids,
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// Framework being used to load assets.
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framework: OPENFL,
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// The current version of our API.
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apiVersionRule: API_VERSION,
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// Call this function any time an error occurs.
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errorCallback: PolymodErrorHandler.onPolymodError,
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// Enforce semantic version patterns for each mod.
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// modVersions: null,
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// A map telling Polymod what the asset type is for unfamiliar file extensions.
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// extensionMap: [],
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frameworkParams: buildFrameworkParams(),
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// List of filenames to ignore in mods. Use the default list to ignore the metadata file, etc.
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ignoredFiles: Polymod.getDefaultIgnoreList(),
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// Parsing rules for various data formats.
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parseRules: buildParseRules(),
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// Parse hxc files and register the scripted classes in them.
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useScriptedClasses: true,
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loadScriptsAsync: #if html5 true #else false #end,
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});
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if (loadedModList == null)
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{
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trace('An error occurred! Failed when loading mods!');
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}
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else
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{
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if (loadedModList.length == 0)
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{
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trace('Mod loading complete. We loaded no mods / ${ids.length} mods.');
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}
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else
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{
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trace('Mod loading complete. We loaded ${loadedModList.length} / ${ids.length} mods.');
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}
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}
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for (mod in loadedModList)
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{
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trace(' * ${mod.title} v${mod.modVersion} [${mod.id}]');
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}
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#if debug
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var fileList = Polymod.listModFiles(PolymodAssetType.IMAGE);
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trace('Installed mods have replaced ${fileList.length} images.');
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for (item in fileList)
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trace(' * $item');
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fileList = Polymod.listModFiles(PolymodAssetType.TEXT);
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trace('Installed mods have added/replaced ${fileList.length} text files.');
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for (item in fileList)
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trace(' * $item');
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fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_MUSIC);
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trace('Installed mods have replaced ${fileList.length} music files.');
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for (item in fileList)
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trace(' * $item');
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fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_SOUND);
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trace('Installed mods have replaced ${fileList.length} sound files.');
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for (item in fileList)
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trace(' * $item');
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fileList = Polymod.listModFiles(PolymodAssetType.AUDIO_GENERIC);
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trace('Installed mods have replaced ${fileList.length} generic audio files.');
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for (item in fileList)
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trace(' * $item');
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#end
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}
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static function buildImports():Void
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{
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// Add default imports for common classes.
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// Add import aliases for certain classes.
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// NOTE: Scripted classes are automatically aliased to their parent class.
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Polymod.addImportAlias('flixel.math.FlxPoint', flixel.math.FlxPoint.FlxBasePoint);
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Polymod.addImportAlias('flixel.system.FlxSound', flixel.sound.FlxSound);
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// Add blacklisting for prohibited classes and packages.
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// `polymod.*`
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for (cls in ClassMacro.listClassesInPackage('polymod'))
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{
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if (cls == null) continue;
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var className = Type.getClassName(cls);
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Polymod.blacklistImport(className);
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}
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}
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static function buildParseRules():polymod.format.ParseRules
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{
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var output = polymod.format.ParseRules.getDefault();
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// Ensure TXT files have merge support.
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output.addType("txt", TextFileFormat.LINES);
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// Ensure script files have merge support.
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output.addType("hscript", TextFileFormat.PLAINTEXT);
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output.addType("hxs", TextFileFormat.PLAINTEXT);
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output.addType("hxc", TextFileFormat.PLAINTEXT);
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output.addType("hx", TextFileFormat.PLAINTEXT);
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// You can specify the format of a specific file, with file extension.
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// output.addFile("data/introText.txt", TextFileFormat.LINES)
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return output;
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}
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static inline function buildFrameworkParams():polymod.Polymod.FrameworkParams
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{
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return {
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assetLibraryPaths: [
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"default" => "preload", "shared" => "", "songs" => "songs", "tutorial" => "tutorial", "week1" => "week1", "week2" => "week2", "week3" => "week3",
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"week4" => "week4", "week5" => "week5", "week6" => "week6", "week7" => "week7", "weekend1" => "weekend1",
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],
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coreAssetRedirect: CORE_FOLDER,
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}
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}
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public static function getAllMods():Array<ModMetadata>
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{
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trace('Scanning the mods folder...');
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var modMetadata = Polymod.scan(
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{
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modRoot: MOD_FOLDER,
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apiVersionRule: API_VERSION,
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errorCallback: PolymodErrorHandler.onPolymodError
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});
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trace('Found ${modMetadata.length} mods when scanning.');
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return modMetadata;
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}
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public static function getAllModIds():Array<String>
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{
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var modIds = [for (i in getAllMods()) i.id];
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return modIds;
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}
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public static function setEnabledMods(newModList:Array<String>):Void
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{
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FlxG.save.data.enabledMods = newModList;
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// Make sure to COMMIT the changes.
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FlxG.save.flush();
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}
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/**
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* Returns the list of enabled mods.
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* @return Array<String>
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*/
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public static function getEnabledModIds():Array<String>
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{
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if (FlxG.save.data.enabledMods == null)
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{
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// NOTE: If the value is null, the enabled mod list is unconfigured.
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// Currently, we default to disabling newly installed mods.
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// If we want to auto-enable new mods, but otherwise leave the configured list in place,
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// we will need some custom logic.
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FlxG.save.data.enabledMods = [];
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}
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return FlxG.save.data.enabledMods;
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}
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public static function getEnabledMods():Array<ModMetadata>
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{
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var modIds = getEnabledModIds();
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var modMetadata = getAllMods();
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var enabledMods = [];
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for (item in modMetadata)
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{
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if (modIds.indexOf(item.id) != -1)
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{
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enabledMods.push(item);
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}
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}
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return enabledMods;
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}
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public static function forceReloadAssets()
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{
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// Forcibly clear scripts so that scripts can be edited.
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ModuleHandler.clearModuleCache();
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Polymod.clearScripts();
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// Forcibly reload Polymod so it finds any new files.
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// TODO: Replace this with loadEnabledMods().
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funkin.modding.PolymodHandler.loadAllMods();
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// Reload scripted classes so stages and modules will update.
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Polymod.registerAllScriptClasses();
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// Reload everything that is cached.
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// Currently this freezes the game for a second but I guess that's tolerable?
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// TODO: Reload event callbacks
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// These MUST be imported at the top of the file and not referred to by fully qualified name,
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// to ensure build macros work properly.
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LevelRegistry.instance.loadEntries();
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NoteStyleRegistry.instance.loadEntries();
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SongEventParser.loadEventCache();
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ConversationDataParser.loadConversationCache();
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DialogueBoxDataParser.loadDialogueBoxCache();
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SpeakerDataParser.loadSpeakerCache();
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SongDataParser.loadSongCache();
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StageDataParser.loadStageCache();
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CharacterDataParser.loadCharacterCache();
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ModuleHandler.loadModuleCache();
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}
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}
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