// loads the mods the server lists: registers their data, then runs their client scripts. // see "Delivery to clients" in MODS.md import { AIR } from "$/common/constants.ts"; import { BlockRegistry, EverythingRegistry } from "$/common/everything_registry.ts"; import type { ClientContext } from "$/common/mod_api/client.ts"; import { ModData, ModListing, ModLoadError, register_mod_data } from "$/common/mod_loader.ts"; import type { OreJson } from "$/common/mod_data.ts"; import { AIR_ID } from "$/common/protocol.ts"; import { Position } from "$/common/components/position.ts"; import type { ClientWorld } from "./client_world.ts"; // what the chunk workers need to generate the same world as the server export const worldgen_mods: { scripts: { mod: string; url: string }[]; ores: OreJson[] } = { scripts: [], ores: [] }; // set once the world exists, mods can't look at it during setup let world: ClientWorld | undefined; export function set_mods_world(client_world: ClientWorld) { world = client_world; } export async function load_client_mods(listings: ModListing[]) { const site = new URL("/", location.href); const datas = await Promise.all(listings.map(async (listing) => { const response = await fetch(new URL(listing.data, site)); if (!response.ok) { throw new ModLoadError(listing.id, `couldn't download its data (${response.status})`); } return { id: listing.id, data: await response.json() as ModData }; })); const recipes = register_mod_data(datas); worldgen_mods.ores = recipes.ores; worldgen_mods.scripts = listings.flatMap((listing) => listing.worldgen ? [{ mod: listing.id, url: new URL(listing.worldgen, site).href }] : [] ); for (const listing of listings) { if (!listing.client) continue; const module = await import(new URL(listing.client, site).href); if (typeof module.setup !== "function") { throw new ModLoadError(listing.id, "the client script doesn't export a setup function"); } await module.setup(client_context(listing)); } } function client_context(listing: ModListing): ClientContext { const mod = listing.id; const not_yet = (name: string, where: string) => new Proxy({}, { get: (_, prop) => () => { throw new Error(`[${mod}] ctx.${name}.${String(prop)} isn't implemented yet (${where} in MODS.md)`); }, }); const need_world = () => { if (!world) throw new Error(`[${mod}] the world isn't there yet during setup`); return world; }; return { mod: { id: mod, version: listing.version }, ui: not_yet("ui", "step 7") as ClientContext["ui"], hud: not_yet("hud", "step 7") as ClientContext["hud"], input: not_yet("input", "step 8") as ClientContext["input"], net: not_yet("net", "step 8") as ClientContext["net"], player: { get name() { return need_world().connection.name; }, get position() { const [player] = need_world().get_tag("player")!; const position = player.get(Position)!; return { x: position.x, y: position.y, z: position.z }; }, }, world: { get_block(x, y, z) { const nid = need_world().dimension.get_block(x, y, z); if (nid === AIR) return AIR_ID; return EverythingRegistry.get_by_id("blocks", nid)?.id; }, }, log: (...args) => console.log(`[${mod}]`, ...args), }; }