print("[mod_main] Initializing mods...") -- Keep a backup of certain system libraries before -- Fatshark's code scrubs them. -- The loader can then decide to pass them on to mods, or ignore them local libs = { io = io, debug = debug, ffi = ffi, os = os, load = load, loadfile = loadfile, loadstring = loadstring, } require("scripts/main") print("[mod_main] 'scripts/main' loaded") 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) print("[mod_main][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 print("[mod_main][StateBootLoadMods] Packages loaded, loading mods") self._state = "load_mods" local mod_loader = require("scripts/mods/dml/init") self._mod_loader = mod_loader local mod_data = require("scripts/mods/mod_data") mod_loader:init(mod_data, libs, self._parent:gui()) elseif state == "load_mods" and self._mod_loader:update(dt) then print("[mod_main][StateBootLoadMods] Mods loaded, exiting") return true, false end return false, false 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() print("[mod_main] Adding mod loading state") 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 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 print("[mod_main] Mod patching complete") end function init() local StateRequireScripts = require("scripts/game_states/boot/state_require_scripts") StateRequireScripts._get_is_modded = function() return true end patch_mod_loading_state() Main:init() end