dtmt/crates/dtmm/assets/init.lua
Lucas Schwiderski 05df72635a
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build/msvc Build for the target platform: msvc
dtmm: Pull ModLoader in
Closes #155.
2024-07-10 19:49:00 +02:00

70 lines
1.9 KiB
Lua

local StateGame = require("scripts/game_states/state_game")
local StateSplash = require("scripts/game_states/game/state_splash")
local GameStateMachine = require("scripts/foundation/utilities/game_state_machine")
local function hook(obj, fn_name, cb)
local orig = obj[fn_name]
obj[fn_name] = function(...)
return cb(orig, ...)
end
end
function init(mod_data, boot_gui)
local ModLoader = require("scripts/mods/mod_loader")
local mod_loader = ModLoader:new(mod_data, boot_gui)
-- The mod loader needs to remain active during game play, to
-- enable reloads
hook(StateGame, "update", function(func, dt, ...)
mod_loader:update(dt)
return func(dt, ...)
end)
-- Skip splash view
hook(StateSplash, "on_enter", function(func, self, ...)
local result = func(self, ...)
self._should_skip = true
self._continue = true
return result
end)
-- Trigger state change events
hook(GameStateMachine, "_change_state", function(func, self, ...)
local old_state = self._state
local old_state_name = old_state and self:current_state_name()
if old_state_name then
mod_loader:on_game_state_changed("exit", old_state_name, old_state)
end
local result = func(self, ...)
local new_state = self._state
local new_state_name = new_state and self:current_state_name()
if new_state_name then
mod_loader:on_game_state_changed("enter", new_state_name, new_state)
end
return result
end)
-- Trigger ending state change event
hook(GameStateMachine, "destroy", function(func, self, ...)
local old_state = self._state
local old_state_name = old_state and self:current_state_name()
if old_state_name then
mod_loader:on_game_state_changed("exit", old_state_name)
end
return func(self, ...)
end)
return mod_loader
end
return init