Scripted module and script event systems, reworked strumlines.
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package funkin.modding.module;
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import funkin.modding.events.ScriptEventDispatcher;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEvent.UpdateScriptEvent;
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/**
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* Utility functions for loading and manipulating active modules.
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*/
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class ModuleHandler
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{
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static final moduleCache:Map<String, Module> = new Map<String, Module>();
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/**
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* Whether modules start active by default.
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*/
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static final DEFAULT_STARTACTIVE:Bool = true;
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/**
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* Parses and preloads the game's stage data and scripts when the game starts.
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*
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* If you want to force stages to be reloaded, you can just call this function again.
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*/
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public static function loadModuleCache():Void
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{
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// Clear any stages that are cached if there were any.
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clearModuleCache();
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trace("[MODULEHANDLER] Loading module cache...");
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var scriptedModuleClassNames:Array<String> = ScriptedModule.listScriptClasses();
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trace(' Instantiating ${scriptedModuleClassNames.length} modules...');
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for (moduleCls in scriptedModuleClassNames)
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{
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var module:Module = ScriptedModule.init(moduleCls, moduleCls, DEFAULT_STARTACTIVE);
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if (module != null)
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{
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trace(' Loaded module: ${moduleCls}');
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// Then store it.
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moduleCache.set(module.moduleId, module);
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}
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else
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{
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trace(' Failed to instantiate module: ${moduleCls}');
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}
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}
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trace("[MODULEHANDLER] Module cache loaded.");
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}
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public static function clearModuleCache():Void
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{
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if (moduleCache != null)
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{
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// for (module in moduleCache)
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// {
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// module.destroy();
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// }
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moduleCache.clear();
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}
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}
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public static function callEvent(event:ScriptEvent):Void
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{
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ScriptEventDispatcher.callEventOnAllTargets(moduleCache.iterator(), event);
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}
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}
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