Files
Super-Mario-Bros.-Remastere…/addons/mod_loader/internal/script_extension.gd
2025-09-13 16:30:32 +01:00

157 lines
5.7 KiB
GDScript

class_name _ModLoaderScriptExtension
extends RefCounted
# This Class provides methods for working with script extensions.
# Currently all of the included methods are internal and should only be used by the mod loader itself.
const LOG_NAME := "ModLoader:ScriptExtension"
# Sort script extensions by inheritance and apply them in order
static func handle_script_extensions() -> void:
var extension_paths := []
for extension_path in ModLoaderStore.script_extensions:
if FileAccess.file_exists(extension_path):
extension_paths.push_back(extension_path)
else:
ModLoaderLog.error(
"The child script path '%s' does not exist" % [extension_path], LOG_NAME
)
# Sort by inheritance
InheritanceSorting.new(extension_paths)
# Load and install all extensions
for extension in extension_paths:
var script: Script = apply_extension(extension)
_reload_vanilla_child_classes_for(script)
# Sorts script paths by their ancestors. Scripts are organized by their common
# ancestors then sorted such that scripts extending script A will be before
# a script extending script B if A is an ancestor of B.
class InheritanceSorting:
var stack_cache := {}
# This dictionary's keys are mod_ids and it stores the corresponding position in the load_order
var load_order := {}
func _init(inheritance_array_to_sort: Array) -> void:
_populate_load_order_table()
inheritance_array_to_sort.sort_custom(check_inheritances)
# Comparator function. return true if a should go before b. This may
# enforce conditions beyond the stated inheritance relationship.
func check_inheritances(extension_a: String, extension_b: String) -> bool:
var a_stack := cached_inheritances_stack(extension_a)
var b_stack := cached_inheritances_stack(extension_b)
var last_index: int
for index in a_stack.size():
if index >= b_stack.size():
return false
if a_stack[index] != b_stack[index]:
return a_stack[index] < b_stack[index]
last_index = index
if last_index < b_stack.size() - 1:
return true
return compare_mods_order(extension_a, extension_b)
# Returns a list of scripts representing all the ancestors of the extension
# script with the most recent ancestor last.
#
# Results are stored in a cache keyed by extension path
func cached_inheritances_stack(extension_path: String) -> Array:
if stack_cache.has(extension_path):
return stack_cache[extension_path]
var stack := []
var parent_script: Script = load(extension_path)
while parent_script:
stack.push_front(parent_script.resource_path)
parent_script = parent_script.get_base_script()
stack.pop_back()
stack_cache[extension_path] = stack
return stack
# Secondary comparator function for resolving scripts extending the same vanilla script
# Will return whether a comes before b in the load order
func compare_mods_order(extension_a: String, extension_b: String) -> bool:
var mod_a_id: String = _ModLoaderPath.get_mod_dir(extension_a)
var mod_b_id: String = _ModLoaderPath.get_mod_dir(extension_b)
return load_order[mod_a_id] < load_order[mod_b_id]
# Populate a load order dictionary for faster access and comparison between mod ids
func _populate_load_order_table() -> void:
var mod_index := 0
for mod in ModLoaderStore.mod_load_order:
load_order[mod.dir_name] = mod_index
mod_index += 1
static func apply_extension(extension_path: String) -> Script:
# Check path to file exists
if not FileAccess.file_exists(extension_path):
ModLoaderLog.error("The child script path '%s' does not exist" % [extension_path], LOG_NAME)
return null
var child_script: Script = load(extension_path)
# Adding metadata that contains the extension script path
# We cannot get that path in any other way
# Passing the child_script as is would return the base script path
# Passing the .duplicate() would return a '' path
child_script.set_meta("extension_script_path", extension_path)
# Force Godot to compile the script now.
# We need to do this here to ensure that the inheritance chain is
# properly set up, and multiple mods can chain-extend the same
# class multiple times.
# This is also needed to make Godot instantiate the extended class
# when creating singletons.
child_script.reload()
var parent_script: Script = child_script.get_base_script()
var parent_script_path: String = parent_script.resource_path
# We want to save scripts for resetting later
# All the scripts are saved in order already
if not ModLoaderStore.saved_scripts.has(parent_script_path):
ModLoaderStore.saved_scripts[parent_script_path] = []
# The first entry in the saved script array that has the path
# used as a key will be the duplicate of the not modified script
ModLoaderStore.saved_scripts[parent_script_path].append(parent_script.duplicate())
ModLoaderStore.saved_scripts[parent_script_path].append(child_script)
ModLoaderLog.info(
"Installing script extension: %s <- %s" % [parent_script_path, extension_path], LOG_NAME
)
child_script.take_over_path(parent_script_path)
return child_script
# Reload all children classes of the vanilla class we just extended
# Calling reload() the children of an extended class seems to allow them to be extended
# e.g if B is a child class of A, reloading B after apply an extender of A allows extenders of B to properly extend B, taking A's extender(s) into account
static func _reload_vanilla_child_classes_for(script: Script) -> void:
if script == null:
return
var current_child_classes := []
var actual_path: String = script.get_base_script().resource_path
var classes: Array = ProjectSettings.get_global_class_list()
for _class in classes:
if _class.path == actual_path:
current_child_classes.push_back(_class)
break
for _class in current_child_classes:
for child_class in classes:
if child_class.base == _class.get_class():
load(child_class.path).reload()