mirror of
https://github.com/tobspr/shapez.io.git
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* 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>
163 lines
5.9 KiB
JavaScript
163 lines
5.9 KiB
JavaScript
import { ExplainedResult } from "../core/explained_result";
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import { gComponentRegistry } from "../core/global_registries";
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import { createLogger } from "../core/logging";
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import { MOD_SIGNALS } from "../mods/mod_signals";
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import { SerializerInternal } from "./serializer_internal";
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/**
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* @typedef {import("../game/component").Component} Component
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* @typedef {import("../game/component").StaticComponent} StaticComponent
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* @typedef {import("../game/entity").Entity} Entity
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* @typedef {import("../game/root").GameRoot} GameRoot
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* @typedef {import("../savegame/savegame_typedefs").SerializedGame} SerializedGame
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*/
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const logger = createLogger("savegame_serializer");
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/**
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* Serializes a savegame
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*/
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export class SavegameSerializer {
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constructor() {
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this.internal = new SerializerInternal();
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}
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/**
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* Serializes the game root into a dump
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* @param {GameRoot} root
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* @param {boolean=} sanityChecks Whether to check for validity
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* @returns {object}
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*/
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generateDumpFromGameRoot(root, sanityChecks = true) {
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/** @type {SerializedGame} */
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const data = {
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camera: root.camera.serialize(),
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time: root.time.serialize(),
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map: root.map.serialize(),
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gameMode: root.gameMode.serialize(),
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entityMgr: root.entityMgr.serialize(),
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hubGoals: root.hubGoals.serialize(),
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entities: this.internal.serializeEntityArray(root.entityMgr.entities),
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beltPaths: root.systemMgr.systems.belt.serializePaths(),
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pinnedShapes: root.hud.parts.pinnedShapes ? root.hud.parts.pinnedShapes.serialize() : null,
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waypoints: root.hud.parts.waypoints ? root.hud.parts.waypoints.serialize() : null,
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modExtraData: {},
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};
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MOD_SIGNALS.gameSerialized.dispatch(root, data);
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if (G_IS_DEV) {
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if (sanityChecks) {
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// Sanity check
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const sanity = this.verifyLogicalErrors(data);
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if (!sanity.result) {
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logger.error("Created invalid savegame:", sanity.reason, "savegame:", data);
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return null;
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}
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}
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}
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return data;
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}
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/**
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* Verifies if there are logical errors in the savegame
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* @param {SerializedGame} savegame
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* @returns {ExplainedResult}
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*/
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verifyLogicalErrors(savegame) {
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if (!savegame.entities) {
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return ExplainedResult.bad("Savegame has no entities");
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}
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const seenUids = new Set();
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// Check for duplicate UIDS
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for (let i = 0; i < savegame.entities.length; ++i) {
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/** @type {Entity} */
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const entity = savegame.entities[i];
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const uid = entity.uid;
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if (!Number.isInteger(uid)) {
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return ExplainedResult.bad("Entity has invalid uid: " + uid);
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}
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if (seenUids.has(uid)) {
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return ExplainedResult.bad("Duplicate uid " + uid);
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}
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seenUids.add(uid);
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// Verify components
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if (!entity.components) {
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return ExplainedResult.bad("Entity is missing key 'components': " + JSON.stringify(entity));
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}
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const components = entity.components;
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for (const componentId in components) {
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const componentClass = gComponentRegistry.findById(componentId);
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// Check component id is known
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if (!componentClass) {
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return ExplainedResult.bad("Unknown component id: " + componentId);
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}
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// Verify component data
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const componentData = components[componentId];
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const componentVerifyError = /** @type {StaticComponent} */ (componentClass).verify(
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componentData
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);
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// Check component data is ok
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if (componentVerifyError) {
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return ExplainedResult.bad(
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"Component " + componentId + " has invalid data: " + componentVerifyError
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);
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}
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}
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}
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return ExplainedResult.good();
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}
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/**
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* Tries to load the savegame from a given dump
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* @param {SerializedGame} savegame
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* @param {GameRoot} root
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* @returns {ExplainedResult}
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*/
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deserialize(savegame, root) {
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// Sanity
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const verifyResult = this.verifyLogicalErrors(savegame);
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if (!verifyResult.result) {
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return ExplainedResult.bad(verifyResult.reason);
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}
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let errorReason = null;
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errorReason = errorReason || root.entityMgr.deserialize(savegame.entityMgr);
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errorReason = errorReason || root.time.deserialize(savegame.time);
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errorReason = errorReason || root.camera.deserialize(savegame.camera);
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errorReason = errorReason || root.map.deserialize(savegame.map);
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errorReason = errorReason || root.gameMode.deserialize(savegame.gameMode);
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errorReason = errorReason || root.hubGoals.deserialize(savegame.hubGoals, root);
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errorReason = errorReason || this.internal.deserializeEntityArray(root, savegame.entities);
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errorReason = errorReason || root.systemMgr.systems.belt.deserializePaths(savegame.beltPaths);
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if (root.hud.parts.pinnedShapes) {
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errorReason = errorReason || root.hud.parts.pinnedShapes.deserialize(savegame.pinnedShapes);
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}
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if (root.hud.parts.waypoints) {
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errorReason = errorReason || root.hud.parts.waypoints.deserialize(savegame.waypoints);
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}
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// Check for errors
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if (errorReason) {
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return ExplainedResult.bad(errorReason);
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}
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// Mods
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MOD_SIGNALS.gameDeserialized.dispatch(root, savegame);
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return ExplainedResult.good();
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}
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}
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