mirror of
				https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
				synced 2025-10-26 09:20:49 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			359 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			GDScript
		
	
	
	
	
	
			
		
		
	
	
			359 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			GDScript
		
	
	
	
	
	
| class_name ModLoaderMod
 | |
| extends Object
 | |
| ##
 | |
| ## This Class provides helper functions to build mods.
 | |
| ##
 | |
| ## @tutorial(Script Extensions):	https://wiki.godotmodding.com/#/guides/modding/script_extensions
 | |
| ## @tutorial(Script Hooks):			https://wiki.godotmodding.com/#/guides/modding/script_hooks
 | |
| ## @tutorial(Mod Structure):		https://wiki.godotmodding.com/#/guides/modding/mod_structure
 | |
| ## @tutorial(Mod Files):			https://wiki.godotmodding.com/#/guides/modding/mod_files
 | |
| 
 | |
| 
 | |
| const LOG_NAME := "ModLoader:Mod"
 | |
| 
 | |
| 
 | |
| ## Installs a script extension that extends a vanilla script.[br]
 | |
| ## [br]
 | |
| ## [b]Parameters:[/b][br]
 | |
| ## - [param child_script_path] ([String]): The path to the mod's extender script.[br]
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - No return value[br]
 | |
| ## [br]
 | |
| ## This is the preferred way of modifying a vanilla [Script][br]
 | |
| ## Since Godot 4, extensions can cause issues with scripts that use [code]class_name[/code]
 | |
| ## and should be avoided if present.[br]
 | |
| ## See [method add_hook] for those cases.[br]
 | |
| ## [br]
 | |
| ## The [param child_script_path] should point to your mod's extender script.[br]
 | |
| ## Example: [code]"MOD/extensions/singletons/utils.gd"[/code][br]
 | |
| ## Inside the extender script, include [code]extends {target}[/code] where [code]{target}[/code] is the vanilla path.[br]
 | |
| ## Example: [code]extends "res://singletons/utils.gd"[/code].[br]
 | |
| ## ===[br]
 | |
| ## [b]Note:[/b][br]
 | |
| ## Your extender script doesn't have to follow the same directory path as the vanilla file,
 | |
| ## but it's good practice to do so.[br]
 | |
| ## ===[br]
 | |
| ## [br]
 | |
| static func install_script_extension(child_script_path: String) -> void:
 | |
| 	var mod_id: String = _ModLoaderPath.get_mod_dir(child_script_path)
 | |
| 	var mod_data: ModData = get_mod_data(mod_id)
 | |
| 	if not ModLoaderStore.saved_extension_paths.has(mod_data.manifest.get_mod_id()):
 | |
| 		ModLoaderStore.saved_extension_paths[mod_data.manifest.get_mod_id()] = []
 | |
| 	ModLoaderStore.saved_extension_paths[mod_data.manifest.get_mod_id()].append(child_script_path)
 | |
| 
 | |
| 	# If this is called during initialization, add it with the other
 | |
| 	# extensions to be installed taking inheritance chain into account
 | |
| 	if ModLoaderStore.is_initializing:
 | |
| 		ModLoaderStore.script_extensions.push_back(child_script_path)
 | |
| 
 | |
| 	# If not, apply the extension directly
 | |
| 	else:
 | |
| 		_ModLoaderScriptExtension.apply_extension(child_script_path)
 | |
| 
 | |
| 
 | |
| ## Adds all methods from a file as hooks. [br]
 | |
| ## [br]
 | |
| ## [b]Parameters:[/b][br]
 | |
| ## - [param vanilla_script_path] ([String]): The path to the script which will be hooked.[br]
 | |
| ## - [param hook_script_path] ([String]): The path to the script containing hooks.[br]
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - No return value[br]
 | |
| ## [br]
 | |
| ## The file needs to extend [Object].[br]
 | |
| ## The methods in the file need to have the exact same name as the vanilla method
 | |
| ## they intend to hook, all mismatches will be ignored. [br]
 | |
| ## See: [method add_hook]
 | |
| ## [br]
 | |
| ## [b]Examples:[/b][br]
 | |
| ## [codeblock]
 | |
| ## ModLoaderMod.install_script_hooks(
 | |
| ##     "res://tools/utilities.gd",
 | |
| ##     extensions_dir_path.path_join("tools/utilities-hook.gd")
 | |
| ## )
 | |
| ## [/codeblock]
 | |
| static func install_script_hooks(vanilla_script_path: String, hook_script_path: String) -> void:
 | |
| 	var hook_script := load(hook_script_path) as GDScript
 | |
| 	var hook_script_instance := hook_script.new()
 | |
| 
 | |
| 	# Every script that inherits RefCounted will be cleaned up by the engine as
 | |
| 	# soon as there are no more references to it. If the reference is gone
 | |
| 	# the method can't be called and everything returns null.
 | |
| 	# Only Object won't be removed, so we can use it here.
 | |
| 	if hook_script_instance is RefCounted:
 | |
| 		ModLoaderLog.fatal(
 | |
| 			"Scripts holding mod hooks should always extend Object (%s)"
 | |
| 			% hook_script_path, LOG_NAME
 | |
| 		)
 | |
| 
 | |
| 	var vanilla_script := load(vanilla_script_path) as GDScript
 | |
| 	var vanilla_methods := vanilla_script.get_script_method_list().map(
 | |
| 		func(method: Dictionary) -> String:
 | |
| 			return method.name
 | |
| 	)
 | |
| 
 | |
| 	var methods := hook_script.get_script_method_list()
 | |
| 	for hook in methods:
 | |
| 		if hook.name in vanilla_methods:
 | |
| 			ModLoaderMod.add_hook(Callable(hook_script_instance, hook.name), vanilla_script_path, hook.name)
 | |
| 			continue
 | |
| 
 | |
| 		ModLoaderLog.debug(
 | |
| 			'Skipped adding hook "%s" (not found in vanilla script %s)'
 | |
| 			% [hook.name, vanilla_script_path], LOG_NAME
 | |
| 		)
 | |
| 
 | |
| 		if not OS.has_feature("editor"):
 | |
| 			continue
 | |
| 
 | |
| 		vanilla_methods.sort_custom((
 | |
| 			func(a_name: String, b_name: String, target_name: String) -> bool:
 | |
| 				return a_name.similarity(target_name) > b_name.similarity(target_name)
 | |
| 		).bind(hook.name))
 | |
| 
 | |
| 		var closest_vanilla: String = vanilla_methods.front()
 | |
| 		if closest_vanilla.similarity(hook.name) > 0.8:
 | |
| 			ModLoaderLog.hint(
 | |
| 				'Did you mean "%s" instead of "%s"?'
 | |
| 				% [closest_vanilla, hook.name], LOG_NAME
 | |
| 			)
 | |
| 
 | |
| 
 | |
| ## Adds a hook, a custom mod function, to a vanilla method.[br]
 | |
| ## [br]
 | |
| ## [b]Parameters:[/b][br]
 | |
| ## - [param mod_callable] ([Callable]): The function that will executed when
 | |
| ##   the vanilla method is executed. When writing a mod callable, make sure
 | |
| ##   that it [i]always[/i] receives a [ModLoaderHookChain] object as first argument,
 | |
| ##   which is used to continue down the hook chain (see: [method ModLoaderHookChain.execute_next])
 | |
| ##   and allows manipulating parameters before and return values after the
 | |
| ##   vanilla method is called. [br]
 | |
| ## - [param script_path] ([String]): Path to the vanilla script that holds the method.[br]
 | |
| ## - [param method_name] ([String]): The method the hook will be applied to.[br]
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br][br]
 | |
| ## - No return value[br]
 | |
| ## [br]
 | |
| ## Opposed to script extensions, hooks can be applied to scripts that use
 | |
| ## [code]class_name[/code] without issues.[br]
 | |
| ## If possible, prefer [method install_script_extension].[br]
 | |
| ## [br]
 | |
| ## [b]Examples:[/b][br]
 | |
| ## [br]
 | |
| ## Given the following vanilla script [code]main.gd[/code]
 | |
| ## [codeblock]
 | |
| ## class_name MainGame
 | |
| ## extends Node2D
 | |
| ##
 | |
| ## var version := "vanilla 1.0.0"
 | |
| ##
 | |
| ##
 | |
| ## func _ready():
 | |
| ##     $CanvasLayer/Control/Label.text = "Version: %s" % version
 | |
| ##     print(Utilities.format_date(15, 11, 2024))
 | |
| ## [/codeblock]
 | |
| ##
 | |
| ## It can be hooked in [code]mod_main.gd[/code] like this
 | |
| ## [codeblock]
 | |
| ## func _init() -> void:
 | |
| ##     ModLoaderMod.add_hook(change_version, "res://main.gd", "_ready")
 | |
| ##     ModLoaderMod.add_hook(time_travel, "res://tools/utilities.gd", "format_date")
 | |
| ##     # Multiple hooks can be added to a single method.
 | |
| ##     ModLoaderMod.add_hook(add_season, "res://tools/utilities.gd", "format_date")
 | |
| ##
 | |
| ##
 | |
| ## # The script we are hooking is attached to a node, which we can get from reference_object
 | |
| ## # then we can change any variables it has
 | |
| ## func change_version(chain: ModLoaderHookChain) -> void:
 | |
| ##     # Using a typecast here (with "as") can help with autocomplete and avoiding errors
 | |
| ##     var main_node := chain.reference_object as MainGame
 | |
| ##     main_node.version = "Modloader Hooked!"
 | |
| ##     # _ready, which we are hooking, does not have any arguments
 | |
| ##     chain.execute_next()
 | |
| ##
 | |
| ##
 | |
| ## # Parameters can be manipulated easily by changing what is passed into .execute_next()
 | |
| ## # The vanilla method (Utilities.format_date) takes 3 arguments, our hook method takes
 | |
| ## # the ModLoaderHookChain followed by the same 3
 | |
| ## func time_travel(chain: ModLoaderHookChain, day: int, month: int, year: int) -> String:
 | |
| ##     print("time travel!")
 | |
| ##     year -= 100
 | |
| ##     # Just the vanilla arguments are passed along in the same order, wrapped into an Array
 | |
| ##     var val = chain.execute_next([day, month, year])
 | |
| ##     return val
 | |
| ##
 | |
| ##
 | |
| ## # The return value can be manipulated by calling the next hook (or vanilla) first
 | |
| ## # then changing it and returning the new value.
 | |
| ## func add_season(chain: ModLoaderHookChain, day: int, month: int, year: int) -> String:
 | |
| ##     var output = chain.execute_next([day, month, year])
 | |
| ##     match month:
 | |
| ##         12, 1, 2:
 | |
| ##             output += ", Winter"
 | |
| ##         3, 4, 5:
 | |
| ##             output += ", Spring"
 | |
| ##         6, 7, 8:
 | |
| ##             output += ", Summer"
 | |
| ##         9, 10, 11:
 | |
| ##             output += ", Autumn"
 | |
| ##     return output
 | |
| ## [/codeblock]
 | |
| ##
 | |
| static func add_hook(mod_callable: Callable, script_path: String, method_name: String) -> void:
 | |
| 	_ModLoaderHooks.add_hook(mod_callable, script_path, method_name)
 | |
| 
 | |
| 
 | |
| ## Registers an array of classes to the global scope since Godot only does that in the editor.[br]
 | |
| ## [br]
 | |
| ## [b]Parameters:[/b][br]
 | |
| ## - [param new_global_classes] ([Array]): An array of class definitions to be registered.[br]
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - No return value[br]
 | |
| ## [br]
 | |
| ## Format: [code]{ "base": "ParentClass", "class": "ClassName", "language": "GDScript", "path": "res://path/class_name.gd" }[/code][br]
 | |
| ## [br]
 | |
| ## ===[br]
 | |
| ## [b]Tip:[/b][color=tip][/color][br]
 | |
| ## You can find these easily in the project.godot file under `_global_script_classes`[br]
 | |
| ## (but you should only include classes belonging to your mod)[br]
 | |
| ## ===[br]
 | |
| static func register_global_classes_from_array(new_global_classes: Array) -> void:
 | |
| 	ModLoaderUtils.register_global_classes_from_array(new_global_classes)
 | |
| 	var _savecustom_error: int = ProjectSettings.save_custom(_ModLoaderPath.get_override_path())
 | |
| 
 | |
| 
 | |
| ## Adds a translation file.[br]
 | |
| ## [br]
 | |
| ## [b]Parameters:[/b][br]
 | |
| ## - [param resource_path] ([String]): The path to the translation resource file.[br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - No return value[br]
 | |
| ## [br]
 | |
| ## ===[br]
 | |
| ## [b]Note:[/b][br]
 | |
| ## The [code].translation[/code] file should have been created by the Godot editor already, usually when importing a CSV file.
 | |
| ## The translation file should named [code]name.langcode.translation[/code] -> [code]mytranslation.en.translation[/code].[br]
 | |
| ## ===[br]
 | |
| static func add_translation(resource_path: String) -> void:
 | |
| 	if not _ModLoaderFile.file_exists(resource_path):
 | |
| 		ModLoaderLog.fatal("Tried to load a position resource from a file that doesn't exist. The invalid path was: %s" % [resource_path], LOG_NAME)
 | |
| 		return
 | |
| 
 | |
| 	var translation_object: Translation = load(resource_path)
 | |
| 	if translation_object:
 | |
| 		TranslationServer.add_translation(translation_object)
 | |
| 		ModLoaderLog.info("Added Translation from Resource -> %s" % resource_path, LOG_NAME)
 | |
| 	else:
 | |
| 		ModLoaderLog.fatal("Failed to load translation at path: %s" % [resource_path], LOG_NAME)
 | |
| 
 | |
| 
 | |
| 
 | |
| ## Marks the given scene for to be refreshed. It will be refreshed at the correct point in time later.[br]
 | |
| ## [br]
 | |
| ## [b]Parameters:[/b][br]
 | |
| ## - [param scene_path] ([String]): The path to the scene file to be refreshed.
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - No return value[br]
 | |
| ## [br]
 | |
| ## ===[br]
 | |
| ## [b]Note:[/b][color=abstract "Version"][/color][br]
 | |
| ## This function requires Godot 4.3 or higher.[br]
 | |
| ## ===[br]
 | |
| ## [br]
 | |
| ## This function is useful if a script extension is not automatically applied.
 | |
| ## This situation can occur when a script is attached to a preloaded scene.
 | |
| ## If you encounter issues where your script extension is not working as expected,
 | |
| ## try to identify the scene to which it is attached and use this method to refresh it.
 | |
| ## This will reload already loaded scenes and apply the script extension.
 | |
| ## [br]
 | |
| static func refresh_scene(scene_path: String) -> void:
 | |
| 	if scene_path in ModLoaderStore.scenes_to_refresh:
 | |
| 		return
 | |
| 
 | |
| 	ModLoaderStore.scenes_to_refresh.push_back(scene_path)
 | |
| 	ModLoaderLog.debug("Added \"%s\" to be refreshed." % scene_path, LOG_NAME)
 | |
| 
 | |
| 
 | |
| ## Extends a specific scene by providing a callable function to modify it.
 | |
| ## [br]
 | |
| ## [b]Parameters:[/b][br]
 | |
| ## - [param scene_vanilla_path] ([String]): The path to the vanilla scene file.[br]
 | |
| ## - [param edit_callable] ([Callable]): The callable function to modify the scene.[br]
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - No return value[br]
 | |
| ## [br]
 | |
| ## The callable receives an instance of the "vanilla_scene" as the first parameter.[br]
 | |
| static func extend_scene(scene_vanilla_path: String, edit_callable: Callable) -> void:
 | |
| 	if not ModLoaderStore.scenes_to_modify.has(scene_vanilla_path):
 | |
| 		ModLoaderStore.scenes_to_modify[scene_vanilla_path] = []
 | |
| 
 | |
| 	ModLoaderStore.scenes_to_modify[scene_vanilla_path].push_back(edit_callable)
 | |
| 
 | |
| 
 | |
| ## Gets the [ModData] from the provided namespace.[br]
 | |
| ## [br]
 | |
| ## [b]Parameters:[/b][br]
 | |
| ## - [param mod_id] ([String]): The ID of the mod.[br]
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - [ModData]: The [ModData] associated with the provided [code]mod_id[/code], or null if the [code]mod_id[/code] is invalid.[br]
 | |
| static func get_mod_data(mod_id: String) -> ModData:
 | |
| 	if not ModLoaderStore.mod_data.has(mod_id):
 | |
| 		ModLoaderLog.error("%s is an invalid mod_id" % mod_id, LOG_NAME)
 | |
| 		return null
 | |
| 
 | |
| 	return ModLoaderStore.mod_data[mod_id]
 | |
| 
 | |
| 
 | |
| ## Gets the [ModData] of all loaded Mods as [Dictionary].[br]
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - [Dictionary]: A dictionary containing the [ModData] of all loaded mods.[br]
 | |
| static func get_mod_data_all() -> Dictionary:
 | |
| 	return ModLoaderStore.mod_data
 | |
| 
 | |
| 
 | |
| ## Returns the path to the directory where unpacked mods are stored.[br]
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - [String]: The path to the unpacked mods directory.[br]
 | |
| static func get_unpacked_dir() -> String:
 | |
| 	return _ModLoaderPath.get_unpacked_mods_dir_path()
 | |
| 
 | |
| 
 | |
| ## Returns true if the mod with the given [code]mod_id[/code] was successfully loaded.[br]
 | |
| ## [br]
 | |
| ## [b]Parameters:[/b][br]
 | |
| ## - [param mod_id] ([String]): The ID of the mod.[br]
 | |
| ## [br]
 | |
| ## [b]Returns:[/b][br]
 | |
| ## - [bool]: true if the mod is loaded, false otherwise.[br]
 | |
| static func is_mod_loaded(mod_id: String) -> bool:
 | |
| 	if ModLoaderStore.is_initializing:
 | |
| 		ModLoaderLog.warning(
 | |
| 			"The ModLoader is not fully initialized. " +
 | |
| 			"Calling \"is_mod_loaded()\" in \"_init()\" may result in an unexpected return value as mods are still loading.",
 | |
| 			LOG_NAME
 | |
| 		)
 | |
| 
 | |
| 	# If the mod is not present in the mod_data dictionary or the mod is flagged as not loadable.
 | |
| 	if not ModLoaderStore.mod_data.has(mod_id) or not ModLoaderStore.mod_data[mod_id].is_loadable:
 | |
| 		return false
 | |
| 
 | |
| 	return true
 | |
| 
 | |
| 
 | |
| ## Returns true if the mod with the given mod_id was successfully loaded and is currently active.
 | |
| ## [br]
 | |
| ## Parameters:
 | |
| ## - [param mod_id] ([String]): The ID of the mod.
 | |
| ## [br]
 | |
| ## Returns:
 | |
| ## - [bool]: true if the mod is loaded and active, false otherwise.
 | |
| static func is_mod_active(mod_id: String) -> bool:
 | |
| 	return is_mod_loaded(mod_id) and ModLoaderStore.mod_data[mod_id].is_active
 | 
