Implement non-bundled mods #125

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lucas merged 13 commits from feat/loose-files into master 2023-11-24 11:52:54 +01:00
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@ -11,100 +11,6 @@ local log = function(category, format, ...)
end
end
-- Patch `GameStateMachine.init` to add our own state for loading mods.
-- In the future, Fatshark might provide us with a dedicated way to do this.
local function patch_mod_loading_state()
local StateBootSubStateBase = require("scripts/game_states/boot/state_boot_sub_state_base")
-- A necessary override.
-- The original does not proxy `dt` to `_state_update`, but we need that.
StateBootSubStateBase.update = function(self, dt)
local done, error = self:_state_update(dt)
local params = self._params
if error then
return StateError, { error }
elseif done then
local next_index = params.sub_state_index + 1
params.sub_state_index = next_index
local next_state_data = params.states[next_index]
if next_state_data then
return next_state_data[1], self._params
else
self._parent:sub_states_done()
end
end
end
local StateBootLoadMods = class("StateBootLoadMods", "StateBootSubStateBase")
StateBootLoadMods.on_enter = function(self, parent, params)
log("StateBootLoadMods", "Entered")
StateBootLoadMods.super.on_enter(self, parent, params)
local state_params = self:_state_params()
local package_manager = state_params.package_manager
self._state = "load_package"
self._package_manager = package_manager
self._package_handles = {
["packages/mods"] = package_manager:load("packages/mods", "StateBootLoadMods", nil),
["packages/dml"] = package_manager:load("packages/dml", "StateBootLoadMods", nil),
}
end
StateBootLoadMods._state_update = function(self, dt)
local state = self._state
local package_manager = self._package_manager
if state == "load_package" and package_manager:update() then
log("StateBootLoadMods", "Packages loaded, loading mods")
self._state = "load_mods"
local DML = require("scripts/mods/dml/init")
local mod_data = require("scripts/mods/mod_data")
local mod_loader = DML.create_loader(mod_data, self._parent:gui())
self._dml = DML
Managers.mod = mod_loader
elseif state == "load_mods" and self._dml.update(Managers.mod, dt) then
log("StateBootLoadMods", "Mods loaded, exiting")
return true, false
end
return false, false
end
local GameStateMachine = require("scripts/foundation/utilities/game_state_machine")
local patched = false
local GameStateMachine_init = GameStateMachine.init
GameStateMachine.init = function(self, parent, start_state, params, ...)
if not patched then
log("mod_main", "Injecting mod loading state")
patched = true
-- Hardcoded position after `StateRequireScripts`.
-- We do want to wait until then, so that most of the game's core
-- systems are at least loaded and can be hooked, even if they aren't
-- running, yet.
local pos = 4
table.insert(params.states, pos, {
StateBootLoadMods,
{
package_manager = params.package_manager,
},
})
end
GameStateMachine_init(self, parent, start_state, params, ...)
end
log("mod_main", "Mod patching complete")
end
log("mod_main", "Initializing mods...")
local require_store = {}
@ -199,6 +105,98 @@ end
require("scripts/main")
log("mod_main", "'scripts/main' loaded")
-- Inject our state into the game. The state needs to run after `StateGame._init_managers`,
-- since some parts of DMF, and presumably other mods, depend on some of those managers to exist.
local function patch_mod_loading_state()
local StateBootSubStateBase = require("scripts/game_states/boot/state_boot_sub_state_base")
local StateBootLoadDML = class("StateBootLoadDML", "StateBootSubStateBase")
local StateGameLoadMods = class("StateGameLoadMods")
StateBootLoadDML.on_enter = function(self, parent, params)
log("StateBootLoadDML", "Entered")
StateBootLoadDML.super.on_enter(self, parent, params)
local state_params = self:_state_params()
local package_manager = state_params.package_manager
self._package_manager = package_manager
self._package_handles = {
["packages/mods"] = package_manager:load("packages/mods", "StateBootDML", nil),
["packages/dml"] = package_manager:load("packages/dml", "StateBootDML", nil),
}
end
StateBootLoadDML._state_update = function(self, dt)
local package_manager = self._package_manager
if package_manager:update() then
local DML = require("scripts/mods/dml/init")
local mod_data = require("scripts/mods/mod_data")
local mod_loader = DML.create_loader(mod_data)
Managers.mod = mod_loader
log("StateBootLoadDML", "DML loaded, exiting")
return true, false
end
return false, false
end
function StateGameLoadMods:on_enter(_, params)
log("StateGameLoadMods", "Entered")
self._next_state = require("scripts/game_states/game/state_splash")
self._next_state_params = params
end
function StateGameLoadMods:update(main_dt)
local state = self._loading_state
-- We're relying on the fact that DML internally makes sure
-- that `Managers.mod:update()` is being called appropriately.
-- The implementation as of this writing is to hook `StateGame.update`.
if Managers.mod:all_mods_loaded() then
Log.info("StateGameLoadMods", "Mods loaded, exiting")
return self._next_state, self._next_state_params
end
end
local GameStateMachine = require("scripts/foundation/utilities/game_state_machine")
local GameStateMachine_init = GameStateMachine.init
GameStateMachine.init = function(self, parent, start_state, params, creation_context, state_change_callbacks, name)
if name == "Main" then
log("mod_main", "Injecting StateBootLoadDML")
-- Hardcoded position after `StateRequireScripts`.
-- We need to wait until then to even begin most of our stuff,
-- so that most of the game's core systems are at least loaded and can be hooked,
-- even if they aren't running, yet.
local pos = 4
table.insert(params.states, pos, {
StateBootLoadDML,
{
package_manager = params.package_manager,
},
})
GameStateMachine_init(self, parent, start_state, params, creation_context, state_change_callbacks, name)
elseif name == "Game" then
log("mod_main", "Injection StateGameLoadMods")
-- The second time around, we want to be the first, so we pass our own
-- 'start_state'.
-- We can't just have the state machine be initialized and then change its `_next_state`, as by the end of
-- `init`, a bunch of stuff will already be initialized.
GameStateMachine_init(self, parent, StateGameLoadMods, params, creation_context, state_change_callbacks, name)
-- And since we're done now, we can revert the function to its original
GameStateMachine.init = GameStateMachine_init
return
else
-- In all other cases, simply call the original
GameStateMachine_init(self, parent, start_state, params, creation_context, state_change_callbacks, name)
end
end
end
-- Override `init` to run our injection
function init()
patch_mod_loading_state()