forked from SilverStudioGames/WTS
184 lines
5.9 KiB
Plaintext
184 lines
5.9 KiB
Plaintext
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default persistent.mods_enabled = set()
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default mods_parsed = set()
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init python:
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import json
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import os
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import renpy.error as rpy_error
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mods_list = dict()
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def import_mods():
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global mods_list
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all_files = renpy.list_files()
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if renpy.android:
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# Include files outside the application archive and strip the directory path.
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# Normally it wouldn't be necessary but `renpy.list_files` does not list files outside archives on android.
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for dir in config.searchpath:
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all_files.extend([os.path.join(path.replace(dir, ""), name) for path, _, files in os.walk(dir) for name in files])
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mods = filter(lambda x: x.endswith(".json"), all_files)
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for i, manifest in enumerate(mods):
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path = os.path.split(manifest)[0]
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files = filter(lambda x: path in x, all_files)
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scripts = filter(lambda x: x.endswith(".rpym"), files)
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logo = "{}/logo.webp".format(path)
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if not renpy.loadable(logo):
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logo = "#000"
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# Read manifest
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with renpy.file(manifest) as f:
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data = json.load(f)
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modname = data.get("Name", None)
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if not modname:
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continue
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mods_list[modname] = data
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mods_list[modname]["Files"] = files
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mods_list[modname]["Path"] = path
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mods_list[modname]["LoadOrder"] = i # TODO: Make load order customisable
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mods_list[modname]["Logo"] = logo
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for mod in list(persistent.mods_enabled):
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if not mods_list.get(mod, None):
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persistent.mods_enabled.remove(mod)
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return
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def parse_mods():
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if main_menu or _menu:
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return
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for mod in list(persistent.mods_enabled):
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if mod in mods_parsed:
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continue
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path = mods_list[mod]["Path"]
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files = mods_list[mod]["Files"]
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for file in files:
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if not file.endswith(".rpym"):
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continue
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fn = os.path.split(file)[1]
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with renpy.file(file) as s:
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data = s.read()
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print "Loading '{}'".format(mod)
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#renpy.load_module(os.path.splitext(file)[0])
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try:
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renpy.load_string(data, filename="game/{}/{}".format(path, fn))
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except Exception as e:
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print "Loading '{}' has failed.\nFile: {}\nError: {}".format(mod, fn, e)
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mods_parsed.add(mod)
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renpy.execute_default_statement(False)
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return
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def toggle_mod(mod):
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if not main_menu:
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renpy.notify("Mods can be enabled or disabled from the main menu only.")
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return
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mods = persistent.mods_enabled
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if mod in mods:
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renpy.notify("Mod disabled.")
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mods.remove(mod)
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else:
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renpy.notify("Mod Enabled.")
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mods.add(mod)
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#
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# Custom parser w/ exception handling
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#
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def parse_script(fn, filedata=None, linenumber=1):
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renpy.game.exception_info = 'While parsing ' + fn + '.'
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try:
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lines = renpy.parser.list_logical_lines(fn, filedata, linenumber)
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nested = renpy.parser.group_logical_lines(lines)
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except ParseError as e:
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renpy.parser.parse_errors.append(e.message)
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if not fn.endswith(".rpym"):
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return None
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l = renpy.parser.Lexer(nested)
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rv = renpy.parser.parse_block(l)
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if renpy.parser.parse_errors:
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if fn.endswith(".rpym"):
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renpy.store.report_parse_errors(fn, linenumber, renpy.parser.parse_errors)
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return None
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if rv:
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rv.append(renpy.parser.ast.Return((rv[-1].filename, rv[-1].linenumber), None))
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return rv
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def report_parse_errors(file, linenumber, errors):
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if not errors:
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return False
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dp, fn = os.path.split(file)
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error_f, error_fn = rpy_error.open_error_file(os.path.join(dp, "errors.txt"), "w")
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with error_f:
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error_f.write(u"\ufeff") # BOM
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error_f.write(u"I'm sorry, but errors were detected in your mod script.\nPlease correct the errors listed below, and try again.\n\n")
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for i in errors:
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if not isinstance(i, str):
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i = str(i, "utf-8", "replace")
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error_f.write(i)
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error_f.write(u"\n\n")
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# We need to remove reported errors to avoid incorrectly detecting .rpym format in the next call.
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renpy.parser.parse_errors.remove(i)
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error_f.write(u"Game Version: {}\nRen'Py Version: {}\n{}".format(renpy.store.version, renpy.version_only, str(time.ctime())))
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try:
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if renpy.game.args.command == "run": # @UndefinedVariable
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renpy.exports.launch_editor([error_fn], 1, transient=1)
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renpy.exports.launch_editor([file], linenumber)
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except:
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pass
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return True
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# We need to monkey patch our new parser with exception handlers for mods.
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renpy.parser.parse = parse_script
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# Note: Exception handling doesn't seem to be necessary at the moment.
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# Note2: Catching runtime errors and finding their file of origin might be tricky...
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# Note3: Might be worth 'sandboxing' mods parsing in the future
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# to be able to catch all errors prior to executing them on main store. Maybe.
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# Note4: Pickling monkey patched functions that are stored does not seem to be possible from within load_string
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# due to saves pickling their data much earlier than mods are loaded.
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#
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# def exception_handler(short, full, file):
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# renpy.display.error.report_exception(short, full, file)
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# define config.exception_handler = exception_handler
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init:
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$ import_mods()
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$ config.after_load_callbacks.append(parse_mods)
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