dcs_liberation/game/plugins/luaplugin.py
Dan Albert 77f1706cbb Extract plugins from settings.
There isn't really any need for these two types to interact. The lua
plugin manager effectively fully owned its properties, it just delegated
all reads and writes to the settings object.

Instead, break the plugin settings out into the plugin manager and
preserve the manager in the Game. This will make it possible to expose
plugin options in the NGW without breaking the game on cancel.
2023-04-25 23:28:01 -07:00

224 lines
7.5 KiB
Python

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
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 = enabled_by_default
def set_enabled(self, enabled: bool) -> None:
self.enabled = 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/<name>/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
def is_option_enabled(self, identifier: str) -> bool:
for option in self.options:
if option.identifier == identifier:
return option.enabled
raise KeyError(f"Plugin {self.identifier} has no option {self.identifier}")
@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 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)
def update_with(self, other: LuaPlugin) -> None:
self.enabled = other.enabled
for option in self.options:
try:
option.enabled = other.is_option_enabled(option.identifier)
except KeyError:
continue