from __future__ import annotations import json import logging import textwrap from dataclasses import dataclass from pathlib import Path from typing import List, Optional, TYPE_CHECKING from game.settings import Settings if TYPE_CHECKING: from game.missiongenerator.luagenerator import LuaGenerator class LuaPluginWorkOrder: """A script to be loaded at mision start. Typically, a work order is used for the main plugin script, and another for configuration. The main script is added to scriptsWorkOrders and the configuration to configurationWorkOrders. As far as I can tell, there's absolutely no difference between those two lists and that could be merged. Other scripts can also be run by being added to either of these lists. A better name for this is probably just "LuaPluginScript", since that appears to be all they are. """ def __init__( self, parent_mnemonic: str, filename: str, mnemonic: str, disable: bool ) -> None: self.parent_mnemonic = parent_mnemonic self.filename = filename self.mnemonic = mnemonic self.disable = disable def work(self, lua_generator: LuaGenerator) -> None: """Inject the script for this work order into the mission, or ignores it.""" if self.disable: lua_generator.bypass_plugin_script(self.mnemonic) else: lua_generator.inject_plugin_script( self.parent_mnemonic, self.filename, self.mnemonic ) class PluginSettings: """A common base for plugin configuration and per-plugin option configuration.""" def __init__(self, identifier: str, enabled_by_default: bool) -> None: self.identifier = identifier self.enabled_by_default = enabled_by_default self.settings = Settings() self.initialize_settings() def set_settings(self, settings: Settings) -> None: self.settings = settings self.initialize_settings() def initialize_settings(self) -> None: # Plugin options are saved in the game's Settings, but it's possible for # plugins to change across loads. If new plugins are added or new # options added to those plugins, initialize the new settings. self.settings.initialize_plugin_option(self.identifier, self.enabled_by_default) @property def enabled(self) -> bool: return self.settings.plugin_option(self.identifier) def set_enabled(self, enabled: bool) -> None: self.settings.set_plugin_option(self.identifier, enabled) class LuaPluginOption(PluginSettings): """A boolean option for the plugin.""" def __init__(self, identifier: str, name: str, enabled_by_default: bool) -> None: super().__init__(identifier, enabled_by_default) self.name = name @dataclass(frozen=True) class LuaPluginDefinition: """Object mapping for plugin.json.""" identifier: str name: str present_in_ui: bool enabled_by_default: bool options: List[LuaPluginOption] work_orders: List[LuaPluginWorkOrder] config_work_orders: List[LuaPluginWorkOrder] @classmethod def from_json(cls, name: str, path: Path) -> LuaPluginDefinition: """Loads teh plugin definitions from the given plugin.json path.""" data = json.loads(path.read_text()) options = [] for option in data.get("specificOptions"): option_id = option["mnemonic"] options.append( LuaPluginOption( identifier=f"{name}.{option_id}", name=option.get("nameInUI", name), enabled_by_default=option.get("defaultValue"), ) ) work_orders = [] for work_order in data.get("scriptsWorkOrders"): work_orders.append( LuaPluginWorkOrder( name, work_order.get("file"), work_order["mnemonic"], work_order.get("disable", False), ) ) config_work_orders = [] for work_order in data.get("configurationWorkOrders"): config_work_orders.append( LuaPluginWorkOrder( name, work_order.get("file"), work_order["mnemonic"], work_order.get("disable", False), ) ) return cls( identifier=name, name=data["nameInUI"], present_in_ui=not data.get("skipUI", False), enabled_by_default=data.get("defaultValue", False), options=options, work_orders=work_orders, config_work_orders=config_work_orders, ) class LuaPlugin(PluginSettings): """A Liberation lua plugin. A plugin is a mod that is able to inject Lua code into the Liberation mission start up. Some of these are bundled (Skynet, mist, EWRS, etc), but users can add their own as well. A plugin is defined by a plugin.json file in resources/plugins//plugin.json. That file defines the name to be shown in the settings UI, whether it should be enabled by default, the scripts to run, and (optionally) boolean options for controlling plugin behavior. The plugin identifier is defined by the name of the directory containing it. Plugin options have their own set of default settings, UI names, and IDs. """ def __init__(self, definition: LuaPluginDefinition) -> None: self.definition = definition super().__init__(self.definition.identifier, self.definition.enabled_by_default) @property def name(self) -> str: return self.definition.name @property def show_in_ui(self) -> bool: return self.definition.present_in_ui @property def options(self) -> List[LuaPluginOption]: return self.definition.options @classmethod def from_json(cls, name: str, path: Path) -> Optional[LuaPlugin]: try: definition = LuaPluginDefinition.from_json(name, path) except KeyError: logging.exception("Required plugin configuration value missing") return None return cls(definition) def set_settings(self, settings: Settings) -> None: """Attaches the plugin to a settings object.""" super().set_settings(settings) for option in self.definition.options: option.set_settings(self.settings) def inject_scripts(self, lua_generator: LuaGenerator) -> None: """Injects the plugin's scripts into the mission.""" for work_order in self.definition.work_orders: work_order.work(lua_generator) def inject_configuration(self, lua_generator: LuaGenerator) -> None: """Injects the plugin's options and configuration scripts into the mission. It's not clear why the script portion of this needs to exist, and could probably instead be the same as inject_scripts. """ # inject the plugin options if self.options: option_decls = [] for option in self.options: enabled = str(option.enabled).lower() name = option.identifier option_decls.append(f" dcsLiberation.plugins.{name} = {enabled}") joined_options = "\n".join(option_decls) lua = textwrap.dedent( f"""\ -- {self.identifier} plugin configuration. if dcsLiberation then if not dcsLiberation.plugins then dcsLiberation.plugins = {{}} end dcsLiberation.plugins.{self.identifier} = {{}} {joined_options} end """ ) lua_generator.inject_lua_trigger( lua, f"{self.identifier} plugin configuration" ) for work_order in self.definition.config_work_orders: work_order.work(lua_generator)