Dan Albert 664efa3ace Document Lua plugin APIs.
Trying to fix the singleton-ness in the plugin manager because it
prevents injecting settings until the game is fully committed (new game
wizard completed). Added the docs describing what I think I've been able
to discover.
2023-04-25 21:32:36 -07:00

61 lines
2.0 KiB
Python

import json
import logging
from pathlib import Path
from typing import Dict, List
from game.settings import Settings
from .luaplugin import LuaPlugin
class LuaPluginManager:
"""Manages available and loaded lua plugins."""
_plugins_loaded = False
_plugins: Dict[str, LuaPlugin] = {}
@classmethod
def _load_plugins(cls) -> None:
plugins_path = Path("resources/plugins")
path = plugins_path / "plugins.json"
if not path.exists():
raise RuntimeError(f"{path} does not exist. Cannot continue.")
logging.info(f"Reading plugins list from {path}")
data = json.loads(path.read_text())
for name in data:
plugin_path = plugins_path / name / "plugin.json"
if not plugin_path.exists():
raise RuntimeError(
f"Invalid plugin configuration: required plugin {name} "
f"does not exist at {plugin_path}"
)
logging.info(f"Loading plugin {name} from {plugin_path}")
plugin = LuaPlugin.from_json(name, plugin_path)
if plugin is not None:
cls._plugins[name] = plugin
cls._plugins_loaded = True
@classmethod
def _get_plugins(cls) -> Dict[str, LuaPlugin]:
if not cls._plugins_loaded:
cls._load_plugins()
return cls._plugins
@classmethod
def plugins(cls) -> List[LuaPlugin]:
return list(cls._get_plugins().values())
@classmethod
def load_settings(cls, settings: Settings) -> None:
"""Attaches all loaded plugins to the given settings object.
The LuaPluginManager singleton can only be attached to a single Settings object
at a time, and plugins will update the Settings object directly, so attaching
the plugin manager to a detached Settings object (say, during the new game
wizard, but then canceling the new game) will break the settings UI.
"""
for plugin in cls.plugins():
plugin.set_settings(settings)