mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
359 lines
14 KiB
GDScript
359 lines
14 KiB
GDScript
class_name ModLoaderMod
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extends Object
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##
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## This Class provides helper functions to build mods.
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##
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## @tutorial(Script Extensions): https://wiki.godotmodding.com/#/guides/modding/script_extensions
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## @tutorial(Script Hooks): https://wiki.godotmodding.com/#/guides/modding/script_hooks
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## @tutorial(Mod Structure): https://wiki.godotmodding.com/#/guides/modding/mod_structure
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## @tutorial(Mod Files): https://wiki.godotmodding.com/#/guides/modding/mod_files
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const LOG_NAME := "ModLoader:Mod"
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## Installs a script extension that extends a vanilla script.[br]
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## [br]
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## [b]Parameters:[/b][br]
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## - [param child_script_path] ([String]): The path to the mod's extender script.[br]
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## [br]
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## [b]Returns:[/b][br]
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## - No return value[br]
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## [br]
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## This is the preferred way of modifying a vanilla [Script][br]
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## Since Godot 4, extensions can cause issues with scripts that use [code]class_name[/code]
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## and should be avoided if present.[br]
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## See [method add_hook] for those cases.[br]
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## [br]
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## The [param child_script_path] should point to your mod's extender script.[br]
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## Example: [code]"MOD/extensions/singletons/utils.gd"[/code][br]
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## Inside the extender script, include [code]extends {target}[/code] where [code]{target}[/code] is the vanilla path.[br]
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## Example: [code]extends "res://singletons/utils.gd"[/code].[br]
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## ===[br]
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## [b]Note:[/b][br]
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## Your extender script doesn't have to follow the same directory path as the vanilla file,
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## but it's good practice to do so.[br]
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## ===[br]
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## [br]
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static func install_script_extension(child_script_path: String) -> void:
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var mod_id: String = _ModLoaderPath.get_mod_dir(child_script_path)
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var mod_data: ModData = get_mod_data(mod_id)
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if not ModLoaderStore.saved_extension_paths.has(mod_data.manifest.get_mod_id()):
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ModLoaderStore.saved_extension_paths[mod_data.manifest.get_mod_id()] = []
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ModLoaderStore.saved_extension_paths[mod_data.manifest.get_mod_id()].append(child_script_path)
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# If this is called during initialization, add it with the other
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# extensions to be installed taking inheritance chain into account
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if ModLoaderStore.is_initializing:
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ModLoaderStore.script_extensions.push_back(child_script_path)
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# If not, apply the extension directly
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else:
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_ModLoaderScriptExtension.apply_extension(child_script_path)
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## Adds all methods from a file as hooks. [br]
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## [br]
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## [b]Parameters:[/b][br]
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## - [param vanilla_script_path] ([String]): The path to the script which will be hooked.[br]
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## - [param hook_script_path] ([String]): The path to the script containing hooks.[br]
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## [br]
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## [b]Returns:[/b][br]
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## - No return value[br]
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## [br]
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## The file needs to extend [Object].[br]
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## The methods in the file need to have the exact same name as the vanilla method
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## they intend to hook, all mismatches will be ignored. [br]
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## See: [method add_hook]
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## [br]
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## [b]Examples:[/b][br]
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## [codeblock]
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## ModLoaderMod.install_script_hooks(
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## "res://tools/utilities.gd",
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## extensions_dir_path.path_join("tools/utilities-hook.gd")
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## )
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## [/codeblock]
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static func install_script_hooks(vanilla_script_path: String, hook_script_path: String) -> void:
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var hook_script := load(hook_script_path) as GDScript
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var hook_script_instance := hook_script.new()
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# Every script that inherits RefCounted will be cleaned up by the engine as
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# soon as there are no more references to it. If the reference is gone
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# the method can't be called and everything returns null.
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# Only Object won't be removed, so we can use it here.
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if hook_script_instance is RefCounted:
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ModLoaderLog.fatal(
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"Scripts holding mod hooks should always extend Object (%s)"
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% hook_script_path, LOG_NAME
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)
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var vanilla_script := load(vanilla_script_path) as GDScript
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var vanilla_methods := vanilla_script.get_script_method_list().map(
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func(method: Dictionary) -> String:
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return method.name
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)
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var methods := hook_script.get_script_method_list()
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for hook in methods:
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if hook.name in vanilla_methods:
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ModLoaderMod.add_hook(Callable(hook_script_instance, hook.name), vanilla_script_path, hook.name)
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continue
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ModLoaderLog.debug(
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'Skipped adding hook "%s" (not found in vanilla script %s)'
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% [hook.name, vanilla_script_path], LOG_NAME
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)
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if not OS.has_feature("editor"):
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continue
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vanilla_methods.sort_custom((
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func(a_name: String, b_name: String, target_name: String) -> bool:
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return a_name.similarity(target_name) > b_name.similarity(target_name)
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).bind(hook.name))
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var closest_vanilla: String = vanilla_methods.front()
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if closest_vanilla.similarity(hook.name) > 0.8:
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ModLoaderLog.hint(
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'Did you mean "%s" instead of "%s"?'
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% [closest_vanilla, hook.name], LOG_NAME
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)
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## Adds a hook, a custom mod function, to a vanilla method.[br]
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## [br]
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## [b]Parameters:[/b][br]
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## - [param mod_callable] ([Callable]): The function that will executed when
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## the vanilla method is executed. When writing a mod callable, make sure
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## that it [i]always[/i] receives a [ModLoaderHookChain] object as first argument,
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## which is used to continue down the hook chain (see: [method ModLoaderHookChain.execute_next])
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## and allows manipulating parameters before and return values after the
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## vanilla method is called. [br]
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## - [param script_path] ([String]): Path to the vanilla script that holds the method.[br]
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## - [param method_name] ([String]): The method the hook will be applied to.[br]
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## [br]
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## [b]Returns:[/b][br][br]
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## - No return value[br]
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## [br]
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## Opposed to script extensions, hooks can be applied to scripts that use
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## [code]class_name[/code] without issues.[br]
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## If possible, prefer [method install_script_extension].[br]
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## [br]
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## [b]Examples:[/b][br]
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## [br]
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## Given the following vanilla script [code]main.gd[/code]
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## [codeblock]
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## class_name MainGame
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## extends Node2D
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##
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## var version := "vanilla 1.0.0"
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##
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##
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## func _ready():
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## $CanvasLayer/Control/Label.text = "Version: %s" % version
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## print(Utilities.format_date(15, 11, 2024))
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## [/codeblock]
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##
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## It can be hooked in [code]mod_main.gd[/code] like this
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## [codeblock]
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## func _init() -> void:
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## ModLoaderMod.add_hook(change_version, "res://main.gd", "_ready")
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## ModLoaderMod.add_hook(time_travel, "res://tools/utilities.gd", "format_date")
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## # Multiple hooks can be added to a single method.
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## ModLoaderMod.add_hook(add_season, "res://tools/utilities.gd", "format_date")
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##
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##
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## # The script we are hooking is attached to a node, which we can get from reference_object
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## # then we can change any variables it has
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## func change_version(chain: ModLoaderHookChain) -> void:
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## # Using a typecast here (with "as") can help with autocomplete and avoiding errors
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## var main_node := chain.reference_object as MainGame
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## main_node.version = "Modloader Hooked!"
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## # _ready, which we are hooking, does not have any arguments
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## chain.execute_next()
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##
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##
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## # Parameters can be manipulated easily by changing what is passed into .execute_next()
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## # The vanilla method (Utilities.format_date) takes 3 arguments, our hook method takes
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## # the ModLoaderHookChain followed by the same 3
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## func time_travel(chain: ModLoaderHookChain, day: int, month: int, year: int) -> String:
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## print("time travel!")
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## year -= 100
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## # Just the vanilla arguments are passed along in the same order, wrapped into an Array
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## var val = chain.execute_next([day, month, year])
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## return val
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##
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##
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## # The return value can be manipulated by calling the next hook (or vanilla) first
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## # then changing it and returning the new value.
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## func add_season(chain: ModLoaderHookChain, day: int, month: int, year: int) -> String:
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## var output = chain.execute_next([day, month, year])
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## match month:
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## 12, 1, 2:
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## output += ", Winter"
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## 3, 4, 5:
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## output += ", Spring"
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## 6, 7, 8:
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## output += ", Summer"
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## 9, 10, 11:
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## output += ", Autumn"
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## return output
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## [/codeblock]
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##
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static func add_hook(mod_callable: Callable, script_path: String, method_name: String) -> void:
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_ModLoaderHooks.add_hook(mod_callable, script_path, method_name)
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## Registers an array of classes to the global scope since Godot only does that in the editor.[br]
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## [br]
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## [b]Parameters:[/b][br]
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## - [param new_global_classes] ([Array]): An array of class definitions to be registered.[br]
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## [br]
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## [b]Returns:[/b][br]
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## - No return value[br]
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## [br]
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## Format: [code]{ "base": "ParentClass", "class": "ClassName", "language": "GDScript", "path": "res://path/class_name.gd" }[/code][br]
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## [br]
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## ===[br]
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## [b]Tip:[/b][color=tip][/color][br]
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## You can find these easily in the project.godot file under `_global_script_classes`[br]
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## (but you should only include classes belonging to your mod)[br]
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## ===[br]
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static func register_global_classes_from_array(new_global_classes: Array) -> void:
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ModLoaderUtils.register_global_classes_from_array(new_global_classes)
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var _savecustom_error: int = ProjectSettings.save_custom(_ModLoaderPath.get_override_path())
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## Adds a translation file.[br]
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## [br]
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## [b]Parameters:[/b][br]
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## - [param resource_path] ([String]): The path to the translation resource file.[br]
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## [b]Returns:[/b][br]
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## - No return value[br]
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## [br]
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## ===[br]
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## [b]Note:[/b][br]
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## The [code].translation[/code] file should have been created by the Godot editor already, usually when importing a CSV file.
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## The translation file should named [code]name.langcode.translation[/code] -> [code]mytranslation.en.translation[/code].[br]
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## ===[br]
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static func add_translation(resource_path: String) -> void:
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if not _ModLoaderFile.file_exists(resource_path):
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ModLoaderLog.fatal("Tried to load a position resource from a file that doesn't exist. The invalid path was: %s" % [resource_path], LOG_NAME)
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return
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var translation_object: Translation = load(resource_path)
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if translation_object:
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TranslationServer.add_translation(translation_object)
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ModLoaderLog.info("Added Translation from Resource -> %s" % resource_path, LOG_NAME)
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else:
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ModLoaderLog.fatal("Failed to load translation at path: %s" % [resource_path], LOG_NAME)
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## Marks the given scene for to be refreshed. It will be refreshed at the correct point in time later.[br]
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## [br]
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## [b]Parameters:[/b][br]
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## - [param scene_path] ([String]): The path to the scene file to be refreshed.
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## [br]
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## [b]Returns:[/b][br]
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## - No return value[br]
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## [br]
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## ===[br]
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## [b]Note:[/b][color=abstract "Version"][/color][br]
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## This function requires Godot 4.3 or higher.[br]
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## ===[br]
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## [br]
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## This function is useful if a script extension is not automatically applied.
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## This situation can occur when a script is attached to a preloaded scene.
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## If you encounter issues where your script extension is not working as expected,
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## try to identify the scene to which it is attached and use this method to refresh it.
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## This will reload already loaded scenes and apply the script extension.
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## [br]
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static func refresh_scene(scene_path: String) -> void:
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if scene_path in ModLoaderStore.scenes_to_refresh:
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return
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ModLoaderStore.scenes_to_refresh.push_back(scene_path)
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ModLoaderLog.debug("Added \"%s\" to be refreshed." % scene_path, LOG_NAME)
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## Extends a specific scene by providing a callable function to modify it.
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## [br]
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## [b]Parameters:[/b][br]
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## - [param scene_vanilla_path] ([String]): The path to the vanilla scene file.[br]
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## - [param edit_callable] ([Callable]): The callable function to modify the scene.[br]
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## [br]
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## [b]Returns:[/b][br]
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## - No return value[br]
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## [br]
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## The callable receives an instance of the "vanilla_scene" as the first parameter.[br]
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static func extend_scene(scene_vanilla_path: String, edit_callable: Callable) -> void:
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if not ModLoaderStore.scenes_to_modify.has(scene_vanilla_path):
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ModLoaderStore.scenes_to_modify[scene_vanilla_path] = []
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ModLoaderStore.scenes_to_modify[scene_vanilla_path].push_back(edit_callable)
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## Gets the [ModData] from the provided namespace.[br]
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## [br]
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## [b]Parameters:[/b][br]
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## - [param mod_id] ([String]): The ID of the mod.[br]
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## [br]
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## [b]Returns:[/b][br]
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## - [ModData]: The [ModData] associated with the provided [code]mod_id[/code], or null if the [code]mod_id[/code] is invalid.[br]
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static func get_mod_data(mod_id: String) -> ModData:
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if not ModLoaderStore.mod_data.has(mod_id):
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ModLoaderLog.error("%s is an invalid mod_id" % mod_id, LOG_NAME)
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return null
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return ModLoaderStore.mod_data[mod_id]
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## Gets the [ModData] of all loaded Mods as [Dictionary].[br]
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## [br]
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## [b]Returns:[/b][br]
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## - [Dictionary]: A dictionary containing the [ModData] of all loaded mods.[br]
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static func get_mod_data_all() -> Dictionary:
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return ModLoaderStore.mod_data
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## Returns the path to the directory where unpacked mods are stored.[br]
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## [br]
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## [b]Returns:[/b][br]
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## - [String]: The path to the unpacked mods directory.[br]
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static func get_unpacked_dir() -> String:
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return _ModLoaderPath.get_unpacked_mods_dir_path()
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## Returns true if the mod with the given [code]mod_id[/code] was successfully loaded.[br]
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## [br]
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## [b]Parameters:[/b][br]
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## - [param mod_id] ([String]): The ID of the mod.[br]
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## [br]
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## [b]Returns:[/b][br]
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## - [bool]: true if the mod is loaded, false otherwise.[br]
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static func is_mod_loaded(mod_id: String) -> bool:
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if ModLoaderStore.is_initializing:
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ModLoaderLog.warning(
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"The ModLoader is not fully initialized. " +
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"Calling \"is_mod_loaded()\" in \"_init()\" may result in an unexpected return value as mods are still loading.",
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LOG_NAME
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)
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# If the mod is not present in the mod_data dictionary or the mod is flagged as not loadable.
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if not ModLoaderStore.mod_data.has(mod_id) or not ModLoaderStore.mod_data[mod_id].is_loadable:
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return false
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return true
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## Returns true if the mod with the given mod_id was successfully loaded and is currently active.
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## [br]
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## Parameters:
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## - [param mod_id] ([String]): The ID of the mod.
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## [br]
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## Returns:
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## - [bool]: true if the mod is loaded and active, false otherwise.
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static func is_mod_active(mod_id: String) -> bool:
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return is_mod_loaded(mod_id) and ModLoaderStore.mod_data[mod_id].is_active
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