shapez/src/js/states/mods.js

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Mod Support - 1.5.0 Update (#1361) * initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2022-02-01 16:35:49 +01:00
import { THIRDPARTY_URLS } from "../core/config";
import { TextualGameState } from "../core/textual_game_state";
import { MODS } from "../mods/modloader";
import { T } from "../translations";
export class ModsState extends TextualGameState {
constructor() {
super("ModsState");
}
getStateHeaderTitle() {
return T.mods.title;
}
internalGetFullHtml() {
let headerHtml = `
<div class="headerBar">
<h1><button class="backButton"></button> ${this.getStateHeaderTitle()}</h1>
<div class="actions">
${
(G_IS_STANDALONE || G_IS_DEV) && MODS.mods.length > 0
? `<button class="styledButton browseMods">${T.mods.browseMods}</button>`
: ""
}
${
G_IS_STANDALONE || G_IS_DEV
? `<button class="styledButton openModsFolder">${T.mods.openFolder}</button>`
: ""
}
</div>
</div>`;
return `
${headerHtml}
<div class="container">
${this.getInnerHTML()}
</div>
`;
}
getMainContentHTML() {
if (!G_IS_STANDALONE && !G_IS_DEV) {
return `
<div class="noModSupport">
<p>${T.mods.noModSupport}</p>
2022-06-02 14:06:33 +02:00
<a href="#" class="steamLink steam_2_npr" target="_blank">Get on Steam!</a>
Mod Support - 1.5.0 Update (#1361) * initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2022-02-01 16:35:49 +01:00
</div>
`;
}
if (MODS.mods.length === 0) {
return `
<div class="modsStats noMods">
${T.mods.modsInfo}
<button class="styledButton browseMods">${T.mods.browseMods}</button>
</div>
`;
}
let modsHtml = ``;
MODS.mods.forEach(mod => {
modsHtml += `
<div class="mod">
<div class="mainInfo">
<span class="name">${mod.metadata.name}</span>
<span class="description">${mod.metadata.description}</span>
<a class="website" href="${mod.metadata.website}" target="_blank">${T.mods.modWebsite}</a>
</div>
<span class="version"><strong>${T.mods.version}</strong>${mod.metadata.version}</span>
<span class="author"><strong>${T.mods.author}</strong>${mod.metadata.author}</span>
<div class="value checkbox checked">
<span class="knob"></span>
</div>
</div>
`;
});
return `
<div class="modsStats">
${T.mods.modsInfo}
</div>
<div class="modsList">
${modsHtml}
</div>
`;
}
onEnter() {
const steamLink = this.htmlElement.querySelector(".steamLink");
if (steamLink) {
this.trackClicks(steamLink, this.onSteamLinkClicked);
}
const openModsFolder = this.htmlElement.querySelector(".openModsFolder");
if (openModsFolder) {
this.trackClicks(openModsFolder, this.openModsFolder);
}
const browseMods = this.htmlElement.querySelector(".browseMods");
if (browseMods) {
this.trackClicks(browseMods, this.openBrowseMods);
}
const checkboxes = this.htmlElement.querySelectorAll(".checkbox");
Array.from(checkboxes).forEach(checkbox => {
this.trackClicks(checkbox, this.showModTogglingComingSoon);
});
}
showModTogglingComingSoon() {
this.dialogs.showWarning(T.mods.togglingComingSoon.title, T.mods.togglingComingSoon.description);
}
openModsFolder() {
if (!G_IS_STANDALONE) {
this.dialogs.showWarning(T.global.error, T.mods.folderOnlyStandalone);
return;
}
ipcRenderer.invoke("open-mods-folder");
}
openBrowseMods() {
this.app.analytics.trackUiClick("mods_sbrowse_link");
this.app.platformWrapper.openExternalLink(THIRDPARTY_URLS.modBrowser);
}
onSteamLinkClicked() {
this.app.analytics.trackUiClick("mods_steam_link");
this.app.platformWrapper.openExternalLink(
THIRDPARTY_URLS.stanaloneCampaignLink + "/shapez_modsettings"
);
return false;
}
getDefaultPreviousState() {
return "SettingsState";
}
}