Add Support For Extra Modules (#320)

Other mods can now add their own modules by using the API's `QueryBody` and `QuerySystem` methods.
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Noah 2022-08-30 03:51:27 -04:00 committed by GitHub
commit 5ba58f2642
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12 changed files with 285 additions and 37 deletions

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@ -169,6 +169,11 @@ namespace NewHorizons.External.Configs
/// </summary>
public WaterModule Water;
/// <summary>
/// Extra data that may be used by extension mods
/// </summary>
public object extras;
public PlanetConfig()
{
// Always have to have a base module

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@ -102,6 +102,11 @@ namespace NewHorizons.External.Configs
/// </summary>
public CuriosityColorInfo[] curiosities;
/// <summary>
/// Extra data that may be used by extension mods
/// </summary>
public object extras;
public class NomaiCoordinates
{
[MinLength(2)]

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@ -248,6 +248,16 @@ namespace NewHorizons.Handlers
}
}
}
try
{
Main.Instance.OnPlanetLoaded?.Invoke(body.Config.name);
}
catch (Exception e)
{
Logger.LogError($"Error in event handler for OnPlanetLoaded on body {body.Config.name}: {e}");
}
return true;
}

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@ -43,6 +43,22 @@ namespace NewHorizons
/// </summary>
UnityEvent<string> GetStarSystemLoadedEvent();
/// <summary>
/// An event invoked when NH has finished a planet for a star system.
/// Gives the name of the planet that was just loaded.
/// </summary>
UnityEvent<string> GetBodyLoadedEvent();
/// <summary>
/// Uses JSONPath to query a body
/// </summary>
object QueryBody(Type outType, string bodyName, string path);
/// <summary>
/// Uses JSONPath to query a system
/// </summary>
object QuerySystem(Type outType, string path);
/// <summary>
/// Allows you to overwrite the default system. This is where the player is respawned after dying.
/// </summary>

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@ -68,6 +68,7 @@ namespace NewHorizons
public class StarSystemEvent : UnityEvent<string> { }
public StarSystemEvent OnChangeStarSystem;
public StarSystemEvent OnStarSystemLoaded;
public StarSystemEvent OnPlanetLoaded;
// For warping to the eye system
private GameObject _ship;
@ -126,7 +127,7 @@ namespace NewHorizons
BodyDict["SolarSystem"] = new List<NewHorizonsBody>();
BodyDict["EyeOfTheUniverse"] = new List<NewHorizonsBody>(); // Keep this empty tho fr
SystemDict["SolarSystem"] = new NewHorizonsSystem("SolarSystem", new StarSystemConfig(), Instance)
SystemDict["SolarSystem"] = new NewHorizonsSystem("SolarSystem", new StarSystemConfig(), "", Instance)
{
Config =
{
@ -142,7 +143,7 @@ namespace NewHorizons
}
}
};
SystemDict["EyeOfTheUniverse"] = new NewHorizonsSystem("EyeOfTheUniverse", new StarSystemConfig(), Instance)
SystemDict["EyeOfTheUniverse"] = new NewHorizonsSystem("EyeOfTheUniverse", new StarSystemConfig(), "", Instance)
{
Config =
{
@ -170,6 +171,7 @@ namespace NewHorizons
OnChangeStarSystem = new StarSystemEvent();
OnStarSystemLoaded = new StarSystemEvent();
OnPlanetLoaded = new StarSystemEvent();
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
@ -515,7 +517,7 @@ namespace NewHorizons
}
else
{
SystemDict[name] = new NewHorizonsSystem(name, starSystemConfig, mod);
SystemDict[name] = new NewHorizonsSystem(name, starSystemConfig, relativePath, mod);
}
}
}
@ -616,7 +618,7 @@ namespace NewHorizons
starSystemConfig.Migrate();
starSystemConfig.FixCoordinates();
var system = new NewHorizonsSystem(config.starSystem, starSystemConfig, mod);
var system = new NewHorizonsSystem(config.starSystem, starSystemConfig, $"", mod);
SystemDict.Add(config.starSystem, system);

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@ -7,12 +7,15 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using UnityEngine;
using UnityEngine.Events;
using Logger = NewHorizons.Utility.Logger;
namespace NewHorizons
{
public class NewHorizonsApi : INewHorizons
{
[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use LoadConfigs(IModBehaviour mod) instead")]
@ -64,20 +67,10 @@ namespace NewHorizons
return Main.BodyDict.Values.SelectMany(x => x)?.ToList()?.FirstOrDefault(x => x.Config.name == name)?.Object;
}
public string GetCurrentStarSystem()
{
return Main.Instance.CurrentStarSystem;
}
public UnityEvent<string> GetChangeStarSystemEvent()
{
return Main.Instance.OnChangeStarSystem;
}
public UnityEvent<string> GetStarSystemLoadedEvent()
{
return Main.Instance.OnStarSystemLoaded;
}
public string GetCurrentStarSystem() => Main.Instance.CurrentStarSystem;
public UnityEvent<string> GetChangeStarSystemEvent() => Main.Instance.OnChangeStarSystem;
public UnityEvent<string> GetStarSystemLoadedEvent() => Main.Instance.OnStarSystemLoaded;
public UnityEvent<string> GetBodyLoadedEvent() => Main.Instance.OnPlanetLoaded;
public bool SetDefaultSystem(string name)
{
@ -108,6 +101,42 @@ namespace NewHorizons
}
}
private static object QueryJson(Type outType, string filePath, string jsonPath)
{
if (filePath == "") return null;
try
{
var jsonText = File.ReadAllText(filePath);
var jsonData = JObject.Parse(jsonText);
return jsonData.SelectToken(jsonPath)?.ToObject(outType);
}
catch (FileNotFoundException)
{
return null;
}
catch (JsonException e)
{
Logger.LogError(e.ToString());
return null;
}
}
public object QueryBody(Type outType, string bodyName, string jsonPath)
{
var planet = Main.BodyDict[Main.Instance.CurrentStarSystem].Find((b) => b.Config.name == bodyName);
return planet == null
? null
: QueryJson(outType, planet.Mod.ModHelper.Manifest.ModFolderPath + planet.RelativePath, jsonPath);
}
public object QuerySystem(Type outType, string jsonPath)
{
var system = Main.SystemDict[Main.Instance.CurrentStarSystem];
return system == null
? null
: QueryJson(outType, system.Mod.ModHelper.Manifest.ModFolderPath + system.RelativePath, jsonPath);
}
public GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles,
float scale, bool alignWithNormal)
{

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@ -128,6 +128,13 @@
"description": "Add water to this planet",
"$ref": "#/definitions/WaterModule"
},
"extras": {
"type": "object",
"description": "Extra data that may be used by extension mods",
"additionalProperties": {
"type": "object"
}
},
"$schema": {
"type": "string",
"description": "The schema to validate with"

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@ -71,6 +71,13 @@
"$ref": "#/definitions/CuriosityColorInfo"
}
},
"extras": {
"type": "object",
"description": "Extra data that may be used by extension mods",
"additionalProperties": {
"type": "object"
}
},
"$schema": {
"type": "string",
"description": "The schema to validate with"

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@ -11,15 +11,17 @@ namespace NewHorizons.Utility
public class NewHorizonsSystem
{
public string UniqueID;
public string RelativePath;
public SpawnModule Spawn = null;
public SpawnPoint SpawnPoint = null;
public StarSystemConfig Config;
public IModBehaviour Mod;
public NewHorizonsSystem(string uniqueID, StarSystemConfig config, IModBehaviour mod)
public NewHorizonsSystem(string uniqueID, StarSystemConfig config, string relativePath, IModBehaviour mod)
{
UniqueID = uniqueID;
Config = config;
RelativePath = relativePath;
Mod = mod;
}
}

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@ -78,16 +78,29 @@ public static class SchemaExporter
{"description", _description}
});
if (_title == "Celestial Body Schema")
switch (_title)
{
case "Celestial Body Schema":
schema.Definitions["OrbitModule"].Properties["semiMajorAxis"].Default = 5000f;
}
if (_title == "Star System Schema")
{
break;
case "Star System Schema":
schema.Definitions["NomaiCoordinates"].Properties["x"].UniqueItems = true;
schema.Definitions["NomaiCoordinates"].Properties["y"].UniqueItems = true;
schema.Definitions["NomaiCoordinates"].Properties["z"].UniqueItems = true;
break;
}
if (_title is "Star System Schema" or "Celestial Body Schema")
{
schema.Properties["extras"] = new JsonSchemaProperty {
Type = JsonObjectType.Object,
Description = "Extra data that may be used by extension mods",
AllowAdditionalProperties = true,
AdditionalPropertiesSchema = new JsonSchema
{
Type = JsonObjectType.Object
}
};
}
return schema;

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@ -10,19 +10,97 @@ First create the following interface in your mod:
```cs
public interface INewHorizons
{
[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use LoadConfigs(IModBehaviour mod) instead")]
void Create(Dictionary<string, object> config);
[Obsolete("Create(Dictionary<string, object> config) is deprecated, please use LoadConfigs(IModBehaviour mod) instead")]
void Create(Dictionary<string, object> config, IModBehaviour mod);
/// <summary>
/// Will load all configs in the regular folders (planets, systems, translations, etc) for this mod.
/// The NH addon config template is just a single call to this API method.
/// </summary>
void LoadConfigs(IModBehaviour mod);
/// <summary>
/// Retrieve the root GameObject of a custom planet made by creating configs.
/// Will only work if the planet has been created (see GetStarSystemLoadedEvent)
/// </summary>
GameObject GetPlanet(string name);
/// <summary>
/// The name of the current star system loaded.
/// </summary>
string GetCurrentStarSystem();
/// <summary>
/// An event invoked when the player begins loading the new star system, before the scene starts to load.
/// Gives the name of the star system being switched to.
/// </summary>
UnityEvent<string> GetChangeStarSystemEvent();
/// <summary>
/// An event invoked when NH has finished generating all planets for a new star system.
/// Gives the name of the star system that was just loaded.
/// </summary>
UnityEvent<string> GetStarSystemLoadedEvent();
GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles, float scale, bool alignWithNormal);
/// <summary>
/// An event invoked when NH has finished a planet for a star system.
/// Gives the name of the planet that was just loaded.
/// </summary>
UnityEvent<string> GetBodyLoadedEvent();
/// <summary>
/// Uses JSONPath to query a body
/// </summary>
object QueryBody(Type outType, string bodyName, string path);
/// <summary>
/// Uses JSONPath to query a system
/// </summary>
object QuerySystem(Type outType, string path);
/// <summary>
/// Allows you to overwrite the default system. This is where the player is respawned after dying.
/// </summary>
bool SetDefaultSystem(string name);
/// <summary>
/// Allows you to instantly begin a warp to a new star system.
/// Will return false if that system does not exist (cannot be warped to).
/// </summary>
bool ChangeCurrentStarSystem(string name);
/// <summary>
/// Returns the uniqueIDs of each installed NH addon.
/// </summary>
string[] GetInstalledAddons();
/// <summary>
/// Allows you to spawn a copy of a prop by specifying its path.
/// This is the same as using Props->details in a config, but also returns the spawned gameObject to you.
/// </summary>
GameObject SpawnObject(GameObject planet, Sector sector, string propToCopyPath, Vector3 position, Vector3 eulerAngles,
float scale, bool alignWithNormal);
/// <summary>
/// Allows you to spawn an AudioSignal on a planet.
/// This is the same as using Props->signals in a config, but also returns the spawned AudioSignal to you.
/// This method will not set its position. You will have to do that with the returned object.
/// </summary>
AudioSignal SpawnSignal(IModBehaviour mod, GameObject root, string audio, string name, string frequency,
float sourceRadius = 1f, float detectionRadius = 20f, float identificationRadius = 10f, bool insideCloak = false,
bool onlyAudibleToScope = true, string reveals = "");
/// <summary>
/// Allows you to spawn character dialogue on a planet. Also returns the RemoteDialogueTrigger if remoteTriggerRadius is specified.
/// This is the same as using Props->dialogue in a config, but also returns the spawned game objects to you.
/// This method will not set the position of the dialogue or remote trigger. You will have to do that with the returned objects.
/// </summary>
(CharacterDialogueTree, RemoteDialogueTrigger) SpawnDialogue(IModBehaviour mod, GameObject root, string xmlFile, float radius = 1f,
float range = 1f, string blockAfterPersistentCondition = null, float lookAtRadius = 1f, string pathToAnimController = null,
float remoteTriggerRadius = 0f);
}
```
@ -33,7 +111,7 @@ public class MyMod : ModBehaviour
{
void Start()
{
INewHorizons NewHorizonsAPI = ModHelper.Interaction.GetModApi<INewHorizons>("xen.NewHorizons");
INewHorizons NewHorizonsAPI = ModHelper.Interaction.TryGetModApi<INewHorizons>("xen.NewHorizons");
}
}
```

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@ -0,0 +1,74 @@
---
Title: Extending Configs
Description: A guide on extending config files with the New Horizons API
Sort_Priority: 5
---
# Extending Configs
This guide will explain how to use the API to add new features to New Horizons.
## How Extending Works
Addon developers will add a key to the `extras` object in the root of the config
```json
{
"name": "Wetrock",
"extras": {
"myCoolExtensionData": {
"myCoolExtensionProperty": 2
}
}
}
```
Your mod will then use the API's `QueryBody` method to obtain the `myCoolExtensionData` object.
**It's up to the addon dev to list your mod as a dependency!**
## Extending Planets
You can extend all planets by hooking into the `OnBodyLoaded` event of the API:
```csharp
var api = ModHelper.Interactions.TryGetModApi<INewHorizons>("xen.NewHorizons");
api.GetBodyLoadedEvent().AddListener((name) => {
ModHelper.Console.WriteLine($"Body: {name} Loaded!");
});
```
In order to get your extra module, first define the module as a class:
```csharp
public class MyCoolExtensionData {
int myCoolExtensionProperty;
}
```
Then, use the `QueryBody` method:
```csharp
var api = ModHelper.Interactions.TryGetModApi<INewHorizons>("xen.NewHorizons");
api.GetBodyLoadedEvent().AddListener((name) => {
ModHelper.Console.WriteLine($"Body: {name} Loaded!");
var potentialData = api.QueryBody(typeof(MyCoolExtensionData), "$.extras.myCoolExtensionData", name);
// Makes sure the module is valid and not null
if (potentialData is MyCoolExtensionData data) {
ModHelper.Console.WriteLine($"myCoolExtensionProperty for {name} is {data.myCoolExtensionProperty}!");
}
});
```
## Extending Systems
Extending systems is the exact same as extending planets, except you use the `QuerySystem` method instead.
## Accessing Other Values
You can also use the `QueryBody` method to get values of the config outside of your extension object
```csharp
var primaryBody = api.QueryBody(typeof(string), "Wetrock", "$.Orbit.primaryBody");
ModHelper.Console.WriteLine($"Primary of {bodyName} is {primaryBody ?? "NULL"}!");
```