Difference between revisions of "Modding"

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(Outfit Manager)
(Outfit Manager)
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'''Init arguments:'''
 
'''Init arguments:'''
:: default_outfit : defaults to [["dressed", "dressed", "dressed", "dressed"]]
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:: default_outfit : defaults to <nowiki>[["dressed", "dressed", "dressed", "dressed"]]</nowiki>
 
:: is_naked : defaults to False
 
:: is_naked : defaults to False
  

Revision as of 18:59, 5 January 2019

This page was last updated as of Summertime Saga v0.18.0

Modding API

The API for Summertime Saga is currently under development, and this page is subject to many changes

FSMs (Finite State Machines)

FSMs control the flow of the game for a particular character. They are basically linked chains of events (which are called States). The progress is achieved via a Trigger.

Fsm1.png
A basic example of a FSM

Creating a FSM

Creating a FSM is done in 3 steps :

  • Create the states, triggers and a Machine instance, providing the necessary arguments to each constructor. Triggers should be created in an init python block of priority 0 or later.
  • Link the states together, with their State.add(Trigger t, State next_state) method.
  • Add all the states to the machine with the Machine.add(*State states) method.

State and machine definition and state linking should be done in a label named "character_fsm_init", character being the character's name. Additionally, further edits to the machine (such as adding the states) should be done in a label named "character_machine_init", there again, character being the name of the character.

Machine specific

The Machine constructor has plenty of arguments, here is the detail and what is expected :

name : a name for the machine. Is used as a unique identifier for the machine. Will also be used to find the button dialogue for that machine.
default_loc : a 4x7 matrix of Locations to be used as the "schedule" for where a given machine should be at any point during the week. A 4x1 or 2x4 matrix may be passed as well, and internally will be converted to a 4x7 matrix. If a 1x4 matrix is passed, it is assumed that the location only varies by time of day, and the day of the week doesn't matter. A 2x4 matrix will split the two, the first 4-list is for weekdays, and the second for weekend days.
description, states : (to be deprecated) alternate ways to add states to the machine, and a description that is never used anywhere.
vars : A dictionnary containing variables (as strings, the keys of that dictionnary), and init values for those variables. These variables are used with the state actions (see below) and the get(string variable) and set(string variable, object value) methods of the Machine class. When a specific state doesn't apply, or you need a variable to change based on the progress with a given path. The "sex speed" variable is assumed to be used only for setting the speed of the animation for sex scenes.

State specific

At state creation, you may want to add a delay to that state using the delay optional argument. That delay is the number of days until that state is effectively reached once the trigger has been "pulled"

When linking states together, you may want to add state actions to be executed when the state is triggered. Those actions are as follows :

['set','flag_1'] set's the value of flag_1 to True
['clear','flag_1'] set's the value of flag_1 to False
['toggle','flag_1'] toggle's the value of flag_1 between True and False
['assign',['v1',100]] sets the value of v1 to 100
['inc','v1'] increase the value of v1 by 1
['dec','v1'] decrease the value of v1 by 1
['triggeronzero':['v1',T_a_trigger]] sets v1 -= 1 and if
v1 <= 0 it will fire the Trigger T_a_trigger
['trigger',T_a_trigger], fire the Trigger T_a_trigger
['call','label'], make a RenPy call to label. Label MUST return
['location', [machine, {"tod":tod, "place":place}]], set the forced location for the
machine to place (Moves the NPC). tod is 1-indexed (1=morning, 4=night)
['force', [machine, {"tod": list or int, "flag": 4-list or bool}]]
Says if the location is forced at tod or sets force flags according to the 4-list provided
['unforce', None/machine] unforce the locations for machine or the machine specified forced.
['exec', callable], calls the callable (function or method)
['exec', [callable, *args]], calls the callable and pass in the args specified
['condition', [condition_string, actions_list_true, actions_list_false, (optional) machine]],
executes the actions in actions_list_true
if condition_string evaluates to True, otherwise executes actions_list_false.
conditions lists are assumed to be state actions.
['action', [target_machine, action, target]] Executes the state action on another machine.
['setdefaultloc', [[Location, Location, Location, Location]]] Sets the default locations for the current machine. The argument is in the same format as the default_loc argument in the Machine constructor (1x4, 2x4 or 7x4 matrices)
['setoutfit', [location, outfit]] Sets the outfit for that location. Outfit may be either a string, or
or a 1x4,2x4,7x4 array of strings (similar to the locations)

Editing an FSM

Editing a currently existing FSM is actually as simple as calling the clear() method of the state you want to clear. It takes one argument, cleardelay, which defaults to False. If cleardelay is True, then the delay of the state will be cleared. If you don't want to edit the state, but just want to clear the delay, you can just set the State.delay attribute to 0 instead.

Once you've cleared the state, the state will be unlinked to the rest of the FSM, which means that story will block at that state, it's then up to you to link that state to the rest of the machine, with addtionnal states in the middle for your code.

Using FSMs

Using FSMs is suprisingly easy. In your location labels, you can just test the state a Machine is in with the is_state(State* states) method. Multiple states may be passed in that method, as well as a list of states. If the Machine is in any of the provided states, then the method will return True, and False otherwise. For convenience, other similar methods can be used. between_states(State state1, State state2) will return True if the Machine is in any state between state1 and state2 but is not in state state2. finished_state(State* states) will return True if the Machine has finished any of the provided states.

To advance to the next state, the trigger(Trigger t) method of the Machine class is used. It will advance the Machine to the next state associated with that trigger if the provided trigger is in the current state's table, and won't do anything otherwise.

Outfit Manager

Every FSM has an OutfitManager instance attached to it. The outfit system is designed a bit like the Location system, in that each outfit has a specific time of day/day of week schedule for which the character is wearing that outfit. In addition, the outfit manager also takes into account the location the player is currently in. The outfit manager also handles whether the character is naked or not, with the is_naked attribute.

To bind an outfit "schedule" to a location, use the method bind_outfit_to_location, with the arguments being first, the location and second the outfit string/schedule.

An outfit schedule is very similar to a Location schedule, it's a 1x4/2x4/7x4 matrix of strings, each of those strings being the outfit of a given pair of time of day/day of week.

Init arguments:

default_outfit : defaults to [["dressed", "dressed", "dressed", "dressed"]]
is_naked : defaults to False

Methods and attributes:

default_outfit : the outfit schedule that will be used if the character is in a location not in the table of outfits for thatt character.
is_naked : pretty self-explanatory. Boolean that tells if the machine is naked or not.
bind_outfit_to_location(Location location, object outfit_schedule) : Will bind the given outfit schedule to the given location. The outfit schedule may be one of the following : a string, a 1x4 matrix, a 2x4 matrix or a 7x4 matrix of strings.
format_outfit_schedule(object outfit_schedule) : formats the outfit schedule to a 7x4 matrix of strings. Used internally.
property get() : returns the proper outfit given the current time of day, day of week, whether the machine is naked or not and player location.

Pregnancy Manager =

Locations

Locations handle all the locations in the game. They are represented as a tree, with the possibility of multiple parents (like Smith's Bedroom, which has the frontyard and the hallway as its parents). A required attribute is the location name.

Creating a Location

Locations are very simple to create. It's as simple as instanciating the Location class, and providing a name for that location to the contructor (which is the only required argument). Locations are mutable, so they should be instantiated in a "modname_locations_init" label.

Furthermore, Locations have several optional arguments :

name : the name for that location, as can be seen in the top-left corner of the UI. It's also the way to find and call the relevant location screen, as well as the location label.
unlock_popup : the name of a renpy-defined displayable for the popup that should show up when the location is unlocked.
background : the name of the background used for that location. The background name must follow several conventions to work properly.
must be in images/backgrounds/
name must start with location_
name must end with _day.jpg. Variants may be made for night (_night.jpg) and evening (_evening.jpg)
if the background is a halloween/christmas background, the strings "_halloween" and "_christmas" must be added before the "_day" (or "_night" etc). This will allow the game to find relevant backgrounds for the time period.
Whatever is leftover should be provided in the background argument of the constructor. The full file path will be constructed by the background (resp. background_blur) properties.
parents : either a list of Location or a single Location instance. Will provide the parents of that Location. If left empty, the Location is assumed to be the root of the tree. The root should always be L_map (or L_NULL, but L_NULL should not have children)
locked : defaults to False. Whether the Location should be initially locked, and unaccessible at the beginning of the game.
label : (to be deprecated) The label name for that location. the formatted_name property will be used later on.

Example :

L_diane_barn = Location("Diane's Barn", unlock_popup="popup_diane_barn", background="barn_frontyard", parents=L_map, locked=True)

will define a location named "Diane's Barn" (formatted name being dianes_barn), child of L_map, that shows "popup_diane_barn" on unlock, and that is initially locked.

The background is set as barn_frontyard, which means the game will look for files named "backgrounds/location_barn_frontyard_day.jpg" or "backgrounds/location_barn_frontyard_night.jpg" for instance.

User-defined Screen Actions

These screen actions are specific to Summertime Saga, and should be used to keep the flow consistent.

MoveTo

This action expects a Location to be passed. It will hide the current screen, move the player to that location, and call the corresponding screen as well as jump to the location label

BuyItem

This action expects an item, or item identifier string to be passed to it. When activated, will buy the item, and show the appropriate failing popups should the transaction fail. Optionally, you may add a callback label with the callback_label optionnal argument. If the transaction succeeds, the game will then call that label (useful if you want some story element to trigger after buying an item).

TalkTo

To be used to talk to character. Will hide the screen and start the conversation with the given character. It expects a Machine instance, or a string to identify it, in which case it will attempt to find the machine in the store.machines dictionnary.

ClearPersistent

Will reset the player's persistent data (cookie jar, time spent playing, achievements etc). No arguments expected.

GetItem

Will get the item, and attempt to show the corresponding popup. No arguments required.

JSON Data

Items and inventory management

The inventory manager is fully automatic, but you may want to add some items to the game. Items are stored in a json file called items.json in the scripts/data/ folder. A typical item definition will look like this :

"birth_control_pills": {
    "id": "173",
    "name": "{b}Birth Control Pills:{/b}",
    "cost": "0",
    "image": "objects/item_pills3.png",
    "description": "Makes you temporarily sterile.",
    "closeup": "",
    "dialogue_label": "birth_control_pills",
    "popup_image": ""
}

In order :

  • The item identifier.
  • The item's id. Unused at this moment.
  • The item's name, as seen in the backpack.
  • The item's cost. Will be cast as an integer, and will prevent the player from picking up the item if he doesn't have sufficient money.
  • The item's miniature image, as seen in the backpack.
  • The item's description, as seen in the backpack.
  • The item's closeup image, if there is one.
  • The item's dialogue label, which will trigger if it exists, on clicking the item. The label should absolutely return, and take an item argument.
  • The item's popup image. Shown when first acquiring the item, leave the string empty if there is none.

Text Messages

Text messages are stored in this format in the text_messages.json file. Once defined there, you can use the player.receive_message(message_id) for the player to receive the message.

"mia02": {
    "sender": "mia",
    "content_preview": "We can't find {b}my dad{/b}...",
    "content": "We can't find {b}my dad{/b}...\nCan you come help us please?",
    "image": "cellphone/cellphone_text_mia01.png"
}

In order :

  • mia02 : the message identifier. Must be unique. Message identifiers ending in "_pregnancy" or "_pregnancy_labor" are reserved for the pregnancy system's messages.
  • sender : the name of the machine that sent this message.
  • content_preview : the short text you see on the main messages screen on the cellphone.
  • content : the actual message you see when clicking the message in the phone.
  • image : the image used as a "profile picture" on the cellphone.

Achievements

Achievements are defined in "achievements.json", here is an example of the data :

"angler": {
    "id": 1,
    "name": "The Angler",
    "description": "Catch one of every type of fish.",
    "hidden": false,
    "enabled": true,
    "image": "achievements/cellphone_achieve_01.png"
}
  • angler : the identifier of this achievement. Must be unique. The identifier is used to name the achievement variable. dashes are replaced with underscores. All achievements are prefixed with "A_".
  • id : a numeric id. Unused.
  • name : the achievement's name
  • description : the achievement's description. New lines are inserted every 30 characters, words are not split in the middle.
  • hidden : whether it's a secret achievement or not.
  • enabled : if the achievement can be achieved.
  • image : the icon for this achievement.

Dialogues

The dialogues.json file is used for Admiral Sploosh's dialogue lines, written by patreons.

Game manager class

The Game manager class handles everything that is related to the gameplay itself, but is not planned to be extendable by mods. Its methods and attributes are still useable and should be used for your mod.

language : a class-level attribute that sets the language of the game, which is used for translations. It defaults to "en" for english with other languages in the game untranslated (like spanish or french for instance)
cheat_mode : an attribute that is True if the game is currently in cheat mode (allowing minigames to be skipped)
CA_FILE : path to a certification file used to enable requests to websites. Is unused unless the player uses the "allow internet connection" checkbox in the options.
lock_ui(), unlock_ui() and ui_locked() : locks, unlocks and returns whether the ui is locked or not (i.e. grayed out)
dialog_select(string label_name) : classmethod that will choose a label based on its name and the language class attribute. To be used to split dialogues, and logic, and also allows your mod to be easily translated.
choose_label(string template) : classmethod that chooses a label at random that matches the template passed in the arguments.
main() : method that is to be called at the end of every label the player jumps to (and not called to). It calls the player's location screen, and checks for achievements and other stuff. This would be the only method expandable upon. It also clears the return stack, so that traceback are not undigestible. It may take two arguments, clear_return_stack to enable or not return stack clearing, and location, to call the screen of another location than the player's currently in.
is_christmas() and is_halloween() : classmethods that will check whether the system clock matches halloween/christmas.

Player class

The Player class handles everything player related. It handles its inventory, grades, vehicle level and stats. Notable methods :

receive_message(string message_id) : player receives a message on the cellphone. Also sets up the alert icon on the UI.
has_item(string* items) : checks if the player has any of the items provided at this moment.
has_picked_up_item(string* items) : checks if the player has ever picked up any of the items provided.
get_item(string item), remove_item(string item) : gets the item, if the item's cost is no higher than the amount of money the player has. Conversely, removes an item by it's string id.
get_money(int money) and spend_money(int money) : adds and substract money from the player.
has_required_str(int min_str) : checks if the player has the required str (similar for chr, int and dex)
go_to(Location location) : goes to the given location.
go_to_previous() : goes to the first parent location of the player's current location.
increase_str(int amount) : increase the strength by amount. Defaults to 1. Smilar methods exist for int, chr and dex.

Miscellaneous functions and classes

KeepRefs : A class used everywhere to make sure to keep a reference to any object instantiated, making sure is checks are kept correct.

get_instances() : classmethod to get a generator of all the instances of this class' subclass.

LastUpdatedOrderedDict : A dictionnary-like structure that keeps its order, and store its items in the order the keys were last added (and not updated). This is a subclass of Python's OrderedDict from the collections package.

listvalues : returns a list of all the values of this dict
listkeys : returns a list of all the keys of this dict
lastkey : returns the last key added to this dict
lastvalue : returns the value of the last key added to this dict
isempty : returns whether the dict is empty

format_seconds_to_dhm(int seconds) : returns a formatted string in the form (x)d (y)h (z)m from the number of seconds passed in the arguments.

insert_newlines(string string_to_format, int every) : returns a new string based on the passed in string, with newlines inserted every every character. every defaults to 30. Differs from splice_string() in that it will not cut a word in the middle if possible. splice_string() will insert a newline every every characters without question. insert_newline() is much safer as it will not cut a variable substitution, but is much slower than splice_string.

text_identity(string text) : returns text (unmodified), useful for config.say_menu_text_filter if it is None.

replace_bracket(string text) : returns text without the [ and ] characters (renpy variable formatting syntax).

gauss(float mean, float deviation, float lower, float upper) : returns a random integer number in a normal distribution, clamped between lower and upper.

get_angle_speeds(int angle_width, Iterator angle_range, Iterator speed_range) : returns two lists, true angles and false angles which are lists of tuples (initial_angle, initial_speed) for which the result land in or out of the angle_width. Used in the pregnancy minigame and spin the bottle minigame for instance.

Hooking into the game

This feature of the modding API is not complete as of version 0.18.0, the ModManager class is present, but no hooking of any kind can be done at the moment. This message will be deleted once everything is in place

Registration and Enabling of the mod

In an init -9 python or later, use the class method "register" of the ModManager class to register your mod to the game. This registration will make the mod show up in the (upcoming) Mods menu on the main menu of the game. From then, the player may or may not enable the mod for his game.

init python:
    ModManager.register("ikarumod")

In the future, it may be necessary to create a manifest file named "modname_manifest.json" in the scripts/data folder. At this point in time, it is unnecessary, as the API is still being under developement.

Manifest file

Not implemented at this time

The manifest file will tell the game in which labels your mod should hook into, and which screens. It will also define the name of the main function you wish to use to hook into the game.main() function, if any.

Preferred mod load order

Adding a key named load_order to the manifest will allow your mod to be loaded after a specific amount of mods, or before. The value of this key must be a string leading with either ">", "<" or "=" followed by an integer. Additionnally, the values "inf" and "-inf" can be used to set the load order as last, and absolutely first. If several mods are found with the "-inf" load_order, a random order is chosen. This defaults at "inf", which means the mods will be added last to the list in no particular order.

Adding to the game's json files

Keys in the manifest named "items", "achievements" and "text_messages" can be used to add data to the game's json files. Each of these keys expects a full json dictionnary, formatted just like their respective models.

Example of a manifest

{
    "name":"ikarumod",
    "version": "0.1.0",
    "load_order": ">3",
    "main_function_name": "ikarumod_main",
    "init_label_name":"ikarumod_init_label",
    "items": {
        "item1":{
            ...
        },
        "item2":{
            ...
        }
    },
    "text_messages":{
        "text_message1":{
            ...
        }
    },
    "screen_hooks":{
        "upstairs_bedroom":"upstairs_bedroom_ikarumod",
        "bedroom":"bedroom_ikarumod"
    },
    "label_hooks":{
        "bedroom":"bedroom_ikarumod"
    }
}

Screens

Not implemented at this time

Create your screens with the following convention : modname + _ + in-game screen name (the renpy definition name). Screens are being included into the main game screens with the use statement. If you wish to add new locations, you'll have to define a screen for it, in which case, you can inspire yourself with the existing screens in the game.

To add the proper background, start with the statement "add player.location.background", which will automatically show the proper background according to the time of day/period of the year. You can then add imagebuttons as you see fit. Please refer to the User-defined screen actions for more information on which screen actions the game defines.

Labels

Not implemented at this time

Only "main" labels can be hooked into. Those are labels that end in "$ game.main()"

Main function

Not implemented at this time

To hook into the main function, you must register your main function to the ModManager.

init python:
    ModManager.register_main(ikarumod_main)

In the above example, ikarumod_main is assumed to be a callable, which should be a python function. This function will be called with no arguments at the end of the game.main() method.

Hooking into the main function is usually useful for code you want executed every time the game returns to a main screen, i.e. at the end of location labels for instance. This is where you can repeatedly check if the condition for an achievement has been fulfilled. If the provided function is not a callable, a ModLoaderError exception will be raised.

Imported modules and directory structure

Third-party modules

Platform agnostic

os
pygame
sys
from time : time, clock
from copy : copy, deepcopy
datetime
re
random
math
from collections : defaultdict, OrderedDict and Counter
weakref
codecs
hashlib
json
itertools
operator
textwrap
deuces

Desktop builds

certifi
requests

Mobile builds

android
pyjnius

Directory Structure

game
audio
sfx and musics
fonts
fonts for the game
images
achievements
achievement-related images
cookie_jar
cookie jar buttons, popups and thumbnails
backgrounds
backgrounds and close-ups
boxes
popups go in this folder, as well as general purpose buttons (like the go back button)
buttons
most minigame assets, menu buttons.
cellphone
cellphone images assets
characters
character poses. One folder per character.
map
map assets (locations and map background)
objects
character buttons, item buttons, doors etc
vfx
special visual effects (like the rain in roxxy's camping scene)
python-packages
third party python modules
scripts
characters
One folder for each character, containing an fsm file, a character.rpy file for misc stuff, and a layeredimage definition file. May contain a file for the character's button and the according dialogues.
core
core files are put there, mostly what has been documented in the Modding API section of this manifesto.
data
JSON files that contain data about the game. Stuff like items, achievements, keymap or text messages are defined here.
defines
General image definitions, transforms etc.
locations
One folder for every location, sorted in a tree-like structure. Each location has a main file, a screen file and a dialogues file
minigames
One folder for every minigame, the minigame dialogues and screen files are in that folder.
script.rpy
pregnancy_announcements.rpy
changelog.txt
pledge_list.txt