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- 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
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