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

77 lines
2.6 KiB
Python

from __future__ import annotations
import json
import logging
from collections.abc import Iterator
from pathlib import Path
from .luaplugin import LuaPlugin
class LuaPluginManager:
"""Manages available and loaded lua plugins."""
def __init__(self, plugins: dict[str, LuaPlugin]) -> None:
self._plugins: dict[str, LuaPlugin] = plugins
@staticmethod
def load() -> LuaPluginManager:
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}")
plugins = {}
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:
plugins[name] = plugin
return LuaPluginManager(plugins)
def update_with(self, other: LuaPluginManager) -> None:
"""Updates all setting values with those in the given plugin manager.
When a game is loaded, LuaPluginManager.load() is called to load the latest set
of plugins and settings. This is called with the plugin manager that was saved
to the Game object to preserve any options that were set, and then the Game is
updated with this manager.
This needs to happen because the set of available plugins (or their options) can
change between runs.
"""
for plugin in self.iter_plugins():
try:
old_plugin = other.by_id(plugin.identifier)
except KeyError:
continue
plugin.update_with(old_plugin)
def iter_plugins(self) -> Iterator[LuaPlugin]:
yield from self._plugins.values()
def by_id(self, identifier: str) -> LuaPlugin:
return self._plugins[identifier]
def is_plugin_enabled(self, plugin_id: str) -> bool:
try:
return self.by_id(plugin_id).enabled
except KeyError:
return False
def is_option_enabled(self, plugin_id: str, option_id: str) -> bool:
try:
return self.by_id(plugin_id).is_option_enabled(option_id)
except KeyError:
return False