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FAF LUA Code

master develop
Build Status Build Status

Current patch is: 3650

Changelog can be found here.

Contributing

To contribute, please fork this repository and make pull requests to the develop branch.

Use the normal git conventions for commit messages, with the following rules:

  • Subject line shorter than 80 characters
  • No trailing period
  • For non-trivial commits, always include a commit message body, describing the change in detail
  • If there are related issues, reference them in the commit message footer

We use git flow for our branch conventions.

When making backwards incompatible API changes, do so with a stub function and put in a logging statement including traceback. This gives time for mod authors to change their code, as well as for us to catch any incompatibilities introduced by the change.

Code convention

Please follow the Lua Style Guide as much as possible.

For file encoding, use UTF-8 and unix-style file endings in the repo (Set core.autocrlf).

Running the game with your changes

When FA starts without any command line arguments, it looks for a file called SupComDataPath.lua.

This file is a normal lua-file, that is allowed to use FA's IO operations to load directories and compressed directories (zip files) into the virtual file system.

The normal file looks like this:

mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods', '/mods')
mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\maps', '/maps')
mount_dir(InitFileDir .. '\\..\\gamedata\\*.scd', '/')
mount_dir(InitFileDir .. '\\..', '/')

Where mount_contents is a helper function defined also in that file.

This loads all maps and mods in your ~\Documents\My Games\... folder, followed by the core game files that are located in compressed .scd files.

What's important to note about the load order is that if two directories contain the same file, the first loaded takes precedence. There are ways to get around this using hooks, that I'll explain in the end.

FAF extends the loading mechanism of FA, by using different initialization files: One for each featured mod.

init_faf.lua contains a whitelist of files that it allows to be loaded, this whitelist is implemented using the function mount_dir_with_whitelist, which is just like the helper function from the normal FA init file, except for the whitelist which only allows the given named files to be loaded.

The actual loading in init_faf.lua is done here:

-- these are the classic supcom directories. They don't work with accents or other foreign characters in usernames
mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods', '/mods')
mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\maps', '/maps')
-- these are the local FAF directories. The My Games ones are only there for people with usernames that don't work in the uppder ones.
mount_contents(InitFileDir .. '\\..\\user\\My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods', '/mods')
mount_contents(InitFileDir .. '\\..\\user\\My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\maps', '/maps')
mount_dir_with_whitelist(InitFileDir .. '\\..\\gamedata\\', '*.nxt', '/')
mount_dir_with_whitelist(InitFileDir .. '\\..\\gamedata\\', '*.nx2', '/')
-- these are using the newly generated path from the dofile() statement at the beginning of this script
mount_dir_with_whitelist(fa_path .. '\\gamedata\\', '*.scd', '/')
mount_dir(fa_path, '/')[/code]

After adding all maps and mods to the search path, all .nxt compressed directories are loaded (as filtered by the whitelist). This currently includes: murderparty, labwars, avanced strategic icons and texturepack. They are loaded in alphabetical order.

Followed by .nxt files, .nx2 files are loaded. These comprise compressed directories for each subdirectory of the FA virtual file system: effects, env, loc, lua, modules, schook, projectiles, units, textures and meshes.

After all FAF-files have been loaded, the init file loads the base-game .scd files. Since these are loaded last, files that are in the FAF-directories take precedence and shadow the base game files.

Hooking

Hooking with the FA virtual file system simply means concatenating files.

Given the following directories and load-order:

cool_mod directory containing:

  • /hook/lua/file.lua

FAF.scd containing:

  • /lua/file.lua
  • /schook/lua/file.lua

FA.scd containing:

  • /lua/file.lua

What ends up in the actual filesystem used by FA is:

/lua/file.lua = FAF.scd/lua/file.lua + cool_mod/hook/lua/file.lua + FAF.scd/schook/lua/file.lua

Where "fileA + fileB" means that fileB has been appended to fileA.

The directory that is used for hooks can be configured in the init.lua file, and it customizable for each mod in the mod_info.lua file.

Setting up a development init file

ForgedAlliance.exe takes several useful command-line arguments, and it's even possible to make your own. An article on this can be found here.

We can use a custom init file to ease the development process. The following file init file can be used:

dev_path = 'C:\\Workspace\\forged-alliance-forever-lua'
-- this imports a path file that is written by Forged Alliance Forever right before it starts the game.
dofile(InitFileDir .. '\\..\\fa_path.lua')
path = {}
local function mount_dir(dir, mountpoint)
    table.insert(path, { dir = dir, mountpoint = mountpoint } )
end
local function mount_contents(dir, mountpoint)
    LOG('checking ' .. dir)
    for _,entry in io.dir(dir .. '\\*') do
        if entry != '.' and entry != '..' then
            local mp = string.lower(entry)
            mp = string.gsub(mp, '[.]scd$', '')
            mp = string.gsub(mp, '[.]zip$', '')
            mount_dir(dir .. '\\' .. entry, mountpoint .. '/' .. mp)
        end
    end
end
-- these are the classic supcom directories. They don't work with accents or other foreign characters in usernames
mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods', '/mods')
mount_contents(SHGetFolderPath('PERSONAL') .. 'My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\maps', '/maps')
-- these are the local FAF directories. The My Games ones are only there for people with usernames that don't work in the uppder ones.
mount_contents(InitFileDir .. '\\..\\user\\My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\mods', '/mods')
mount_contents(InitFileDir .. '\\..\\user\\My Games\\Gas Powered Games\\Supreme Commander Forged Alliance\\maps', '/maps')
mount_dir(dev_path, '/')
-- these are using the newly generated path from the dofile() statement at the beginning of this script
mount_dir(fa_path .. '\\gamedata\\*.scd', '/')
mount_dir(fa_path, '/')
hook = {
    '/schook'
}
protocols = {
    'http',
    'https',
    'mailto',
    'ventrilo',
    'teamspeak',
    'daap',
    'im',
}

At the very top there is the line: dev_path, which should be set to where ever you have cloned this repository.

Starting Forged Alliance from the commandline with the following arguments:

ForgedAlliance.exe /init "init_dev.lua" /EnableDiskWatch /showlog

Will put it into a mode where it will look for updates to files that it has loaded. So when you modify a unit file or a blueprint, the game will re-load the file and put it into the active session.

This way, you don't need to restart the game every time you make a change, you simply need to make a new unit of the type, spawn a new projectile or do whatever it is you're doing.

It's not perfect; some changes will require a full game restart, and certain changes can cause crashes. But it's a lot better than reloading the game for every change, every time.

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Lua code for FAF

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