Files
DramaticShapeVoxelMod/lib/ModSetting.lua
T
2026-08-04 10:43:35 -04:00

208 lines
7.4 KiB
Lua

-- One of this mod's own settings: a ladder of values, where it persists,
-- and the row the player cycles it on.
--
-- The engine gives a render pipeline all of this for free -- ladder,
-- options row, hotkey, persistence -- but only to something that OWNS a
-- pass of the frame. The voxel wireframe and the world curve do not: they
-- parameterise the voxel pass, so they have nothing to put in drawWorld or
-- present and the registry rightly rejects them. What is left is a plain
-- mod setting, and this is the boilerplate two of them would otherwise
-- each carry a copy of:
--
-- options:define a home in options.modOptions.DRAMATIC_SHAPE, plus a row
-- on this mod's page in the mod manager.
-- ui.options.rows the same setting on the OPTIONS menu, where the
-- player already goes for VOXEL and T-SHIFT.
--
-- Both rows read and write the one stored value, so they cannot disagree.
-- Writing mirrors what the manager's own page does (ManagerState:setOption):
-- the live save's options table, the loader's copy that mod.options:get
-- reads, and then the file.
-- the mod namespace (see main.lua): V.require loads a sibling module
local V = ...
local ModSetting = {}
ModSetting.__index = ModSetting
local function modId()
local mod = V.mod
return (mod and mod.id) or "DRAMATIC_SHAPE"
end
-- `values` are the stored values in ladder order and `labels` what the row
-- shows for each; values[1] is the default, and the one an unreadable or
-- unrecognised stored value falls back to.
function ModSetting.new(key, label, values, labels)
return setmetatable({
key = key, label = label, values = values, labels = labels,
index = nil, -- nil = not yet read back from the persisted options
}, ModSetting)
end
local function indexOf(self, value)
for i, v in ipairs(self.values) do
if v == value then return i end
end
return 1
end
-- ------- rungs that are not always there
--
-- A ladder may carry a rung that cannot be selected right now -- STADIUM
-- needs models built out of a ROM the player supplies, and until that has
-- happened there is nothing behind the option. `gate` is asked per rung and
-- decides whether it exists at all this frame.
--
-- Skipped rather than shown-and-refused, deliberately. A row that can be
-- cycled onto and then does nothing is indistinguishable from a broken mod;
-- a row that simply has fewer stops reads as the mod not offering something,
-- which is the truth. What the player is missing, and how to get it, is said
-- once in the row's help text instead of implied by a dead setting.
--
-- values[1] is never gated: it is the default and the fallback, so there is
-- always at least one rung to land on.
function ModSetting:setGate(gate)
self.gate = gate
return self
end
function ModSetting:allows(i)
if i == 1 or not self.gate then return true end
local ok, allowed = pcall(self.gate, self.values[i], i)
return (not ok) or allowed and true or false
end
-- How many rungs are live, for a caller that wants to know whether a row is
-- worth showing at all.
function ModSetting:rungs()
local n = 0
for i = 1, #self.values do
if self:allows(i) then n = n + 1 end
end
return n
end
-- What the player left it at last session. Read lazily rather than at load
-- time: the loader fills modOptions before a mod runs, but reading through
-- the API keeps this honest about where the value lives.
function ModSetting:read()
if self.index then return self.index end
local mod = V.mod
local value
if mod and mod.options then
local ok, got = pcall(mod.options.get, mod.options, self.key)
if ok then value = got end
end
self.index = indexOf(self, value)
return self.index
end
function ModSetting:get()
local i = self:read()
-- a rung that was live when it was stored and is not now -- the player
-- moved the ROM, or opened the same save on another machine -- reads as
-- the default rather than as a mode with nothing behind it. The stored
-- value is left alone, so putting the ROM back restores their choice.
if not self:allows(i) then return self.values[1] end
return self.values[i]
end
function ModSetting:level()
return self:read() - 1
end
function ModSetting:setIndex(i, game)
local n = #self.values
i = ((i - 1) % n + n) % n + 1
self.index = i
local value, id = self.values[i], modId()
local opts = game and game.save and game.save.options
if opts then
opts.modOptions = opts.modOptions or {}
opts.modOptions[id] = opts.modOptions[id] or {}
opts.modOptions[id][self.key] = value
end
local loader = game and game.mods
if loader then
loader.modOptions = loader.modOptions or {}
loader.modOptions[id] = loader.modOptions[id] or {}
loader.modOptions[id][self.key] = value
end
if game and game.writeOptions then pcall(game.writeOptions, game) end
return value
end
-- Set by the STORED VALUE rather than by its place on the ladder, for a
-- caller that knows which setting it wants and not where it sits -- a
-- preset, or an assertion. An unrecognised value lands on values[1], the
-- same default indexOf answers everywhere else, so this can never leave a
-- setting holding something the row cannot display.
--
-- Worth having as its own entry point because a ladder's ORDER is not a
-- promise: 3D-BTL grew a third rung in the middle of itself (see
-- OverworldBattle), and every caller that had counted to two would have
-- silently meant something else afterwards.
function ModSetting:setValue(value, game)
return self:setIndex(indexOf(self, value), game)
end
-- Step to the next rung that is actually live, in `dir`. Bounded by the
-- ladder's length so a gate that refuses everything still terminates on
-- values[1], which allows() never gates.
function ModSetting:cycle(game, dir)
dir = dir or 1
local n = #self.values
local i = self:read()
for _ = 1, n do
i = ((i + dir - 1) % n + n) % n + 1
if self:allows(i) then break end
end
return self:setIndex(i, game)
end
-- Adopt a value set from somewhere else (the mod manager's settings page,
-- which writes and persists on its own). Nothing to store: just move the
-- cached index so the next read agrees with it.
function ModSetting:sync(value)
self.index = indexOf(self, value)
end
-- The descriptor src/ui/OptionRows.lua renders, in the shape the
-- ui.options.rows hook appends.
function ModSetting:row()
local self_ = self
return {
id = "DRAMATIC_SHAPE:" .. self.key,
label = self.label,
-- the label of the rung actually in force, which is not the stored one
-- when that rung has been gated away (see get)
value = function()
local i = self_:read()
return self_.labels[self_:allows(i) and i or 1]
end,
step = function(game, dir)
self_:cycle(game, dir)
return true
end,
}
end
-- The row the mod manager's own settings page builds for this mod.
function ModSetting:schema(help)
local choices = {}
-- gated rungs are left off the manager's page too, so the two rows agree
-- about what can be chosen
for i, v in ipairs(self.values) do
if self:allows(i) then choices[#choices + 1] = { self.labels[i], v } end
end
if #self.values == 2 and self.values[1] == false then
return { key = self.key, type = "toggle", label = self.label,
default = self.values[1], help = help }
end
return { key = self.key, type = "choice", label = self.label,
choices = choices, default = self.values[1], help = help }
end
return ModSetting