Implement main game as a mod

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2026-09-24 23:49:34 -03:00
parent bb42dd662e
commit 6458bc0440
131 changed files with 1810 additions and 786 deletions
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// runs mods' server scripts: builds each one's ServerContext and keeps what they register.
// see "Server scripts" in MODS.md. parts not built yet throw when used, saying so
import { EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
import { ItemStack as EngineItemStack } from "$/common/inventory.ts";
import type {
BlockComponent,
BlockRef,
Command,
Container,
EventSignal,
ItemComponent,
ItemStack,
Player,
ServerAfterEvents,
ServerBeforeEvents,
ServerContext,
} from "$/common/mod_api/server.ts";
import { ModLoadError } from "$/common/mod_loader.ts";
import { AIR_ID } from "$/common/protocol.ts";
import type { GameServer } from "./game_server.ts";
import type { ServerPlayer } from "./player.ts";
// a list of handlers that can't break each other: one throwing is logged under its mod and the rest still run
export class Signal<T> {
#handlers: { mod: string; handler: (event: T) => void }[] = [];
for_mod(mod: string): EventSignal<T> {
return {
subscribe: (handler) => {
const entry = { mod, handler };
this.#handlers.push(entry);
return () => {
this.#handlers = this.#handlers.filter((h) => h !== entry);
};
},
};
}
emit(event: T) {
for (const { mod, handler } of [...this.#handlers]) {
run_guarded(mod, "an event handler", () => handler(event));
}
}
get empty() {
return this.#handlers.length === 0;
}
}
export function run_guarded<T>(mod: string, what: string, fn: () => T): T | undefined {
try {
return fn();
} catch (e) {
console.error(`[${mod}] ${what} threw:`, e);
return undefined;
}
}
type Before = {
[K in keyof ServerBeforeEvents]: ServerBeforeEvents[K] extends EventSignal<infer T> ? Signal<T> : never;
};
type After = { [K in keyof ServerAfterEvents]: ServerAfterEvents[K] extends EventSignal<infer T> ? Signal<T> : never };
interface Timer {
mod: string;
fn: () => void;
at: number;
every?: number;
}
export class ModRuntime {
block_components = new Map<string, { mod: string; component: BlockComponent }>();
item_components = new Map<string, { mod: string; component: ItemComponent }>();
commands = new Map<string, { mod: string; name: string; command: Command }>();
before: Before = {
block_break: new Signal(),
block_place: new Signal(),
block_interact: new Signal(),
chat_send: new Signal(),
};
after: After = {
block_break: new Signal(),
block_place: new Signal(),
block_interact: new Signal(),
chat_send: new Signal(),
player_join: new Signal(),
player_leave: new Signal(),
server_start: new Signal(),
tick: new Signal(),
};
// per mod key value storage, saved with the world
storage: Record<string, Record<string, unknown>> = {};
#timers = new Map<number, Timer>();
#next_timer = 1;
#setting_up = true;
#players = new WeakMap<ServerPlayer, Player>();
game!: GameServer;
// imports each server script and calls its setup, in load order
async load_scripts(game: GameServer, scripts: { mod: string; version: string; url: string }[]) {
this.game = game;
for (const { mod, version, url } of scripts) {
const module = await import(url);
if (typeof module.setup !== "function") {
throw new ModLoadError(mod, "the server script doesn't export a setup function");
}
await module.setup(this.#context(mod, version));
}
}
// after every setup ran: registration closes and every component blocks and items use must exist
finish_setup() {
this.#setting_up = false;
for (const [id, block] of EverythingRegistry.entries<{ components?: Record<string, unknown> }>("blocks")) {
for (const component of Object.keys(block.components ?? {})) {
if (!this.block_components.has(component)) {
throw new ModLoadError(
id.split(":")[0],
`block ${id} uses component ${component}, which nothing registered`,
);
}
}
}
for (const [id, item] of EverythingRegistry.entries<ItemRegistry>("items")) {
const components = Object.entries(item.components ?? {});
if (components.length === 0) continue;
for (const [component_id] of components) {
if (!this.item_components.has(component_id)) {
throw new ModLoadError(
id.split(":")[0],
`item ${id} uses component ${component_id}, which nothing registered`,
);
}
}
// items are created all over the engine, hook their creation once here
const previous = item.on_create;
item.on_create = (stack) => {
previous?.(stack);
for (const [component_id, params] of components) {
const { mod, component } = this.item_components.get(component_id)!;
if (component.on_create) {
run_guarded(
mod,
`${component_id} on_create`,
() => component.on_create!(item_api(stack), params),
);
}
}
};
}
}
// components on a block, with their params from its json
components_of(block_id: string): { mod: string; id: string; component: BlockComponent; params: unknown }[] {
const block = EverythingRegistry.get<{ components?: Record<string, unknown> }>("blocks", block_id);
return Object.entries(block?.components ?? {}).map(([id, params]) => ({
...this.block_components.get(id)!,
id,
params,
}));
}
tick() {
const now = this.game.current_tick;
for (const [handle, timer] of [...this.#timers]) {
if (timer.at > now) continue;
if (timer.every) {
timer.at = now + timer.every;
} else {
this.#timers.delete(handle);
}
run_guarded(timer.mod, "a timer", timer.fn);
}
if (!this.after.tick.empty) {
this.after.tick.emit({ dt: 1 / 20 });
}
}
player(player: ServerPlayer): Player {
let api = this.#players.get(player);
if (!api) {
api = player_api(this.game, player);
this.#players.set(player, api);
}
return api;
}
block_ref(x: number, y: number, z: number, id: string): BlockRef {
const game = this.game;
return {
id,
x,
y,
z,
get data() {
return game.world.get_tile(x, y, z)?.mod_data;
},
set data(value) {
game.get_or_create_tile(x, y, z).mod_data = value;
game.world.dirty = true;
},
};
}
#context(mod: string, version: string): ServerContext {
const setup_only = (what: string) => {
if (!this.#setting_up) {
throw new Error(`[${mod}] ${what} can only be registered during setup`);
}
};
const own = (id: string, what: string) => {
if (!id.startsWith(`${mod}:`)) {
throw new ModLoadError(mod, `${what} ${id} must be in the namespace "${mod}"`);
}
};
const game = () => this.game;
const ctx: ServerContext = {
mod: { id: mod, version },
components: {
register_block: (id, component) => {
setup_only("components");
own(id, "component");
if (this.block_components.has(id)) {
throw new ModLoadError(mod, `component ${id} is registered twice`);
}
this.block_components.set(id, { mod, component: component as BlockComponent });
},
register_item: (id, component) => {
setup_only("components");
own(id, "component");
if (this.item_components.has(id)) {
throw new ModLoadError(mod, `component ${id} is registered twice`);
}
this.item_components.set(id, { mod, component: component as ItemComponent });
},
},
commands: {
register: (name, command) => {
setup_only("commands");
if (!/^[a-z0-9_]+$/.test(name)) {
throw new ModLoadError(mod, `command name "${name}" must be a-z, 0-9 and _`);
}
if (name === "give") throw new ModLoadError(mod, `/give belongs to the base game`);
const existing = this.commands.get(name);
if (existing) {
throw new ModLoadError(mod, `/${name} is also registered by ${existing.mod}`);
}
const entry = { mod, name, command };
this.commands.set(name, entry);
this.commands.set(`${mod}:${name}`, entry);
},
},
events: {
before: map_signals(this.before, mod),
after: map_signals(this.after, mod),
},
system: {
run_timeout: (fn, ticks) => this.#add_timer(mod, fn, ticks),
run_interval: (fn, ticks) => this.#add_timer(mod, fn, ticks, Math.max(1, ticks)),
clear_run: (handle) => void this.#timers.delete(handle),
get current_tick() {
return game().current_tick;
},
},
world: {
get_block: (x, y, z) => game().world.get_block_id(x, y, z),
set_block: (x, y, z, id) => {
if (id !== AIR_ID && !EverythingRegistry.get("blocks", id)) throw new Error(`unknown block ${id}`);
game().set_block(x, y, z, id);
return true;
},
get_state: not_yet(mod, "world.get_state", "block states aren't synced or saved yet"),
set_state: not_yet(mod, "world.set_state", "block states aren't synced or saved yet"),
get_block_data: (x, y, z) => game().world.get_tile(x, y, z)?.mod_data as never,
is_loaded: () => true,
get seed() {
return game().world.seed;
},
},
players: {
all: () => game().players().map((p) => this.player(p)),
get: (id) => {
const p = game().players().find((p) => p.id === id);
return p && this.player(p);
},
by_name: (name) => {
const p = game().players().find((p) => p.name === name);
return p && this.player(p);
},
},
recipes: {
furnace_result: (input) => {
const recipe = game().recipes.furnace.get(input);
return recipe && { output: { ...recipe.output }, cook_time: recipe.cook_time };
},
fuel_value: (item) => game().recipes.fuel.get(item) ?? 0,
is_fuel: (item) => game().recipes.fuel.has(item),
is_smeltable: (item) => game().recipes.furnace.has(item),
},
containers: not_yet_object(mod, "containers", "step 7 in MODS.md"),
ui: not_yet_object(mod, "ui", "step 7 in MODS.md"),
net: not_yet_object(mod, "net", "step 8 in MODS.md"),
storage: {
get: (key) => structuredClone(this.storage[mod]?.[key]) as never,
set: (key, value) => {
(this.storage[mod] ??= {})[key] = structuredClone(value);
game().world.dirty = true;
},
delete: (key) => {
delete this.storage[mod]?.[key];
game().world.dirty = true;
},
},
log: (...args) => console.log(`[${mod}]`, ...args),
};
return ctx;
}
#add_timer(mod: string, fn: () => void, ticks: number, every?: number) {
const handle = this.#next_timer++;
this.#timers.set(handle, { mod, fn, at: this.game.current_tick + Math.max(0, ticks), every });
return handle;
}
}
// each event's signal, as seen by one mod so errors say which mod threw
function map_signals<T extends { [name: string]: { for_mod(mod: string): unknown } }>(
signals: T,
mod: string,
): { [K in keyof T]: ReturnType<T[K]["for_mod"]> } {
return Object.fromEntries(Object.entries(signals).map(([name, signal]) => [name, signal.for_mod(mod)])) as {
[K in keyof T]: ReturnType<T[K]["for_mod"]>;
};
}
function not_yet(mod: string, name: string, why: string) {
return () => {
throw new Error(`[${mod}] ctx.${name} isn't implemented yet: ${why}`);
};
}
// every method on it throws, saying what isn't built yet
function not_yet_object<T>(mod: string, name: string, where: string): T {
return new Proxy({}, {
get: (_, prop) => not_yet(mod, `${name}.${String(prop)}`, where),
}) as T;
}
// the engine's item stacks as mods see them: { id, count, data }
export function item_api(stack: EngineItemStack): ItemStack {
return {
get id() {
return stack.type_id;
},
get count() {
return stack.amount;
},
set count(value) {
stack.amount = value;
},
get data() {
return stack.data;
},
set data(value) {
stack.data = value;
},
};
}
function new_stack(item: ItemStack): EngineItemStack {
if (!EverythingRegistry.get("items", item.id)) throw new Error(`unknown item ${item.id}`);
const stack = new EngineItemStack(item.id, item.count);
if (item.data !== undefined) stack.data = structuredClone(item.data);
return stack;
}
function player_api(game: GameServer, player: ServerPlayer): Player {
const inventory: Container = {
id: `player:${player.id}`,
size: player.inventory.size,
get: (slot) => {
const stack = player.inventory.get_item(slot);
return stack && item_api(stack);
},
set: (slot, item) => player.inventory.set_item(slot, item ? new_stack(item) : undefined),
add: (item) => {
const stack = new_stack(item);
const left = player.inventory.add_item(stack);
return left > 0 ? { id: item.id, count: left, data: stack.data } : undefined;
},
on_change: not_yet("player", "inventory.on_change", "containers are step 7 in MODS.md"),
};
return {
get id() {
return player.id;
},
get name() {
return player.name;
},
get position() {
return { x: player.x, y: player.y, z: player.z };
},
inventory,
get selected_slot() {
return player.selected_slot;
},
get held_item() {
const stack = player.held_item;
return stack && item_api(stack);
},
give_item(id, count = 1, data) {
if (!EverythingRegistry.get("items", id)) throw new Error(`unknown item ${id}`);
game.give(player, id, count, data);
},
send_message(text) {
game.send_chat(player, String(text));
},
teleport(x, y, z) {
game.teleport(player, x, y, z);
},
};
}