#pragma once #include "convar.h" #include #include #include #include "rapidjson/document.h" namespace fs = std::filesystem; const fs::path MOD_FOLDER_PATH = "R2Northstar/mods"; const fs::path MOD_OVERRIDE_DIR = "mod"; const fs::path COMPILED_ASSETS_PATH = "R2Northstar/runtime/compiled"; struct ModConVar { public: std::string Name; std::string DefaultValue; std::string HelpString; int Flags; }; struct ModScriptCallback { public: // would've liked to make it possible to hook arbitrary codecallbacks, but couldn't find a function that calls some ui ones //std::string HookedCodeCallback; Context Context; // called before the codecallback is executed std::string BeforeCallback; // called after the codecallback has finished executing std::string AfterCallback; }; struct ModScript { public: std::string Path; std::string RsonRunOn; std::vector Callbacks; }; class Mod { public: // runtime stuff fs::path ModDirectory; bool Enabled = true; // mod.json stuff: // the mod's name std::string Name; // the mod's description std::string Description; // the mod's version, should be in semver std::string Version; // a download link to the mod, for clients that try to join without the mod std::string DownloadLink; // whether clients need the mod to join servers running this mod bool RequiredOnClient; // the priority for this mod's files, mods with prio 0 are loaded first, then 1, then 2, etc int LoadPriority; // custom scripts used by the mod std::vector Scripts; // convars created by the mod std::vector ConVars; // custom localisation files created by the mod std::vector LocalisationFiles; // other files: std::vector Vpks; std::unordered_map KeyValues; std::string Pdiff; // only need one per mod // other stuff bool wasReadSuccessfully = false; public: Mod(fs::path modPath, char* jsonBuf); }; struct ModOverrideFile { public: Mod* owningMod; fs::path path; }; class ModManager { private: bool m_hasLoadedMods = false; bool m_hasEnabledModsCfg; rapidjson::Document m_enabledModsCfg; public: std::vector m_loadedMods; std::unordered_map m_modFiles; public: ModManager(); void LoadMods(); void UnloadMods(); void CompileAssetsForFile(const char* filename); // compile asset type stuff, these are done in files under Mods/Compiled/ void BuildScriptsRson(); void TryBuildKeyValues(const char* filename); }; void InitialiseModManager(HMODULE baseAddress); extern ModManager* g_ModManager;