mirror of
https://github.com/Dadido3/noita-mapcap.git
synced 2024-11-18 17:17:31 +00:00
362 lines
16 KiB
Lua
362 lines
16 KiB
Lua
-- Copyright (c) 2022-2023 David Vogel
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--
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-- This software is released under the MIT License.
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-- https://opensource.org/licenses/MIT
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-- Noita settings/configuration modifications.
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-- We try to keep persistent modifications to a minimum, but some things have to be changed in order for the mod to work correctly.
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-- There are 4 ways Noita can be modified by code:
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-- - `config.xml`: These are persistent, and Noita needs to be force closed when changed from inside a mod.
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-- - `magic_numbers.xml`: Persistent per world, can only be applied at mod startup.
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-- - Process memory: Volatile, can be modified at runtime. Needs correct memory addresses to function.
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-- - File patching: Volatile, can only be applied at mod startup.
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--------------------------
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-- Load library modules --
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--------------------------
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local CameraAPI = require("noita-api.camera")
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local Coords = require("coordinates")
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local ffi = require("ffi")
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local Memory = require("memory")
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local NXML = require("luanxml.nxml")
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local Utils = require("noita-api.utils")
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local Vec2 = require("noita-api.vec2")
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local DebugAPI = require("noita-api.debug")
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----------
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-- Code --
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----------
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---Reads the current config from `config.xml` and returns it as table.
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---@return table<string, string> config
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function Modification.GetConfig()
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local configFilename = Utils.GetSpecialDirectory("save-shared") .. "config.xml"
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-- Read and modify config.
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local f, err = io.open(configFilename, "r")
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if not f then error(string.format("failed to read config file: %s", err)) end
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local xml = NXML.parse(f:read("*a"))
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f:close()
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return xml.attr
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end
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---Will update Noita's `config.xml` with the values in the given table.
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---
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---This will force close Noita!
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---@param config table<string, string> -- List of `config.xml` attributes that should be changed.
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function Modification.SetConfig(config)
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local configFilename = Utils.GetSpecialDirectory("save-shared") .. "config.xml"
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-- Read and modify config.
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local f, err = io.open(configFilename, "r")
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if not f then error(string.format("failed to read config file: %s", err)) end
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local xml = NXML.parse(f:read("*a"))
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for k, v in pairs(config) do
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xml.attr[k] = v
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end
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f:close()
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-- Write modified config back.
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local f, err = io.open(configFilename, "w")
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if not f then error(string.format("failed to create config file: %s", err)) end
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f:write(tostring(xml))
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f:close()
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-- We need to force close Noita, so it doesn't have any chance to overwrite the file.
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os.exit(0)
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end
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---Will update Noita's `magic_numbers.xml` with the values in the given table.
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---
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---Should be called on mod initialization only.
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---@param magic table<string, string> -- List of `magic_numbers.xml` attributes that should be changed.
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function Modification.SetMagicNumbers(magic)
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local xml = NXML.new_element("MagicNumbers", magic)
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-- Write magic number file.
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local f, err = io.open("mods/noita-mapcap/files/magic-numbers/generated.xml", "w")
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if not f then error(string.format("failed to create config file: %s", err)) end
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f:write(tostring(xml))
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f:close()
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ModMagicNumbersFileAdd("mods/noita-mapcap/files/magic-numbers/generated.xml")
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end
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---Changes some options directly by manipulating process memory.
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---
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---Related issue: https://github.com/Dadido3/noita-mapcap/issues/14.
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---@param memory table
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function Modification.SetMemoryOptions(memory)
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-- Lookup table with the following hierarchy:
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-- DevBuild -> OS -> BuildDate -> Option -> ModFunc.
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local lookup = {
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[true] = {
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Windows = {
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{_Offset = 0x00F77B0C, _BuildString = "Build Apr 23 2021 18:36:55", -- GOG dev build.
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mPostFxDisabled = function(value) ffi.cast("char*", 0x010E3B6C)[0] = value end, -- Can be found by using Cheat Engine while toggling options in the F7 menu.
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mGuiDisabled = function(value) ffi.cast("char*", 0x010E3B6D)[0] = value end,
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mGuiHalfSize = function(value) ffi.cast("char*", 0x010E3B6E)[0] = value end,
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mFogOfWarOpenEverywhere = function(value) ffi.cast("char*", 0x010E3B6F)[0] = value end,
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mTrailerMode = function(value) ffi.cast("char*", 0x010E3B70)[0] = value end,
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mDayTimeRotationPause = function(value) ffi.cast("char*", 0x010E3B71)[0] = value end,
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mPlayerNeverDies = function(value) ffi.cast("char*", 0x010E3B72)[0] = value end,
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mFreezeAI = function(value) ffi.cast("char*", 0x010E3B73)[0] = value end,
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},
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{_Offset = 0x00F80384, _BuildString = "Build Apr 23 2021 18:40:40", -- Steam dev build.
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mPostFxDisabled = function(value) ffi.cast("char*", 0x010EDEBC)[0] = value end,
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mGuiDisabled = function(value) ffi.cast("char*", 0x010EDEBD)[0] = value end,
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mGuiHalfSize = function(value) ffi.cast("char*", 0x010EDEBE)[0] = value end,
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mFogOfWarOpenEverywhere = function(value) ffi.cast("char*", 0x010EDEBF)[0] = value end,
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mTrailerMode = function(value) ffi.cast("char*", 0x010EDEC0)[0] = value end,
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mDayTimeRotationPause = function(value) ffi.cast("char*", 0x010EDEC1)[0] = value end,
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mPlayerNeverDies = function(value) ffi.cast("char*", 0x010EDEC2)[0] = value end,
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mFreezeAI = function(value) ffi.cast("char*", 0x010EDEC3)[0] = value end,
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},
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{_Offset = 0x00F8A7B4, _BuildString = "Build Mar 11 2023 14:05:19", -- Steam dev build.
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mPostFxDisabled = function(value) ffi.cast("char*", 0x010F80EC)[0] = value end,
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mGuiDisabled = function(value) ffi.cast("char*", 0x010F80ED)[0] = value end,
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mGuiHalfSize = function(value) ffi.cast("char*", 0x010F80EE)[0] = value end,
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mFogOfWarOpenEverywhere = function(value) ffi.cast("char*", 0x010F80EF)[0] = value end,
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mTrailerMode = function(value) ffi.cast("char*", 0x010F80F0)[0] = value end,
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mDayTimeRotationPause = function(value) ffi.cast("char*", 0x010F80F1)[0] = value end,
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mPlayerNeverDies = function(value) ffi.cast("char*", 0x010F80F2)[0] = value end,
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mFreezeAI = function(value) ffi.cast("char*", 0x010F80F3)[0] = value end,
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},
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{_Offset = 0x00F8A8A4, _BuildString = "Build Jun 19 2023 14:14:52", -- Steam dev build.
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mPostFxDisabled = function(value) ffi.cast("char*", 0x010F810C)[0] = value end,
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mGuiDisabled = function(value) ffi.cast("char*", 0x010F810D)[0] = value end,
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mGuiHalfSize = function(value) ffi.cast("char*", 0x010F810E)[0] = value end,
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mFogOfWarOpenEverywhere = function(value) ffi.cast("char*", 0x010F810F)[0] = value end,
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mTrailerMode = function(value) ffi.cast("char*", 0x010F8110)[0] = value end,
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mDayTimeRotationPause = function(value) ffi.cast("char*", 0x010F8111)[0] = value end,
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mPlayerNeverDies = function(value) ffi.cast("char*", 0x010F8112)[0] = value end,
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mFreezeAI = function(value) ffi.cast("char*", 0x010F8113)[0] = value end,
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},
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{_Offset = 0x00F82464, _BuildString = "Build Jul 26 2023 23:06:16", -- Steam dev build.
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mPostFxDisabled = function(value) ffi.cast("char*", 0x010E9A5C)[0] = value end,
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mGuiDisabled = function(value) ffi.cast("char*", 0x010E9A5D)[0] = value end,
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mGuiHalfSize = function(value) ffi.cast("char*", 0x010E9A5E)[0] = value end,
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mFogOfWarOpenEverywhere = function(value) ffi.cast("char*", 0x010E9A5F)[0] = value end,
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mTrailerMode = function(value) ffi.cast("char*", 0x010E9A60)[0] = value end,
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mDayTimeRotationPause = function(value) ffi.cast("char*", 0x010E9A61)[0] = value end,
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mPlayerNeverDies = function(value) ffi.cast("char*", 0x010E9A62)[0] = value end,
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mFreezeAI = function(value) ffi.cast("char*", 0x010E9A63)[0] = value end,
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},
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},
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},
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[false] = {
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Windows = {
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{_Offset = 0x00E1C550, _BuildString = "Build Apr 23 2021 18:44:24", -- Steam build.
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enableModDetection = function(value)
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local ptr = ffi.cast("char*", 0x0063D8AD) -- Can be found by searching for the pattern C6 80 20 01 00 00 >01< 8B CF E8 FB 1D. The pointer has to point to the highlighted byte.
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Memory.VirtualProtect(ptr, 1, Memory.PAGE_EXECUTE_READWRITE)
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ptr[0] = value -- This basically just changes the value that Noita forces to the "mods_have_been_active_during_this_run" member of the WorldStateComponent when any mod is enabled.
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end,
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},
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{_Offset = 0x00E22E18, _BuildString = "Build Mar 11 2023 14:09:24", -- Steam build.
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enableModDetection = function(value)
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local ptr = ffi.cast("char*", 0x006429ED)
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Memory.VirtualProtect(ptr, 1, Memory.PAGE_EXECUTE_READWRITE)
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ptr[0] = value -- This basically just changes the value that Noita forces to the "mods_have_been_active_during_this_run" member of the WorldStateComponent when any mod is enabled.
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end,
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},
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{_Offset = 0x00E22E18, _BuildString = "Build Jun 19 2023 14:18:46", -- Steam build.
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enableModDetection = function(value)
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local ptr = ffi.cast("char*", 0x006429ED)
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Memory.VirtualProtect(ptr, 1, Memory.PAGE_EXECUTE_READWRITE)
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ptr[0] = value -- This basically just changes the value that Noita forces to the "mods_have_been_active_during_this_run" member of the WorldStateComponent when any mod is enabled.
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end,
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},
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{_Offset = 0x00E146D4, _BuildString = "Build Jul 26 2023 23:10:16", -- Steam build.
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enableModDetection = function(value)
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local ptr = ffi.cast("char*", 0x0064390D)
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Memory.VirtualProtect(ptr, 1, Memory.PAGE_EXECUTE_READWRITE)
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ptr[0] = value -- This basically just changes the value that Noita forces to the "mods_have_been_active_during_this_run" member of the WorldStateComponent when any mod is enabled.
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end,
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},
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},
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},
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}
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-- Look up the tree and set options accordingly.
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local level1 = lookup[DebugGetIsDevBuild()]
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level1 = level1 or {}
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local level2 = level1[ffi.os]
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level2 = level2 or {}
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local level3 = {}
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for _, v in ipairs(level2) do
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if ffi.string(ffi.cast("char*", v._Offset)) == v._BuildString then
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level3 = v
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break
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end
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end
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for k, v in pairs(memory) do
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local modFunc = level3[k]
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if modFunc ~= nil then
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modFunc(v)
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else
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Message:ShowModificationUnsupported("processMemory", k, v)
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end
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end
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end
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---Applies patches to game files based on in the given table.
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---
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---Should be called on mod initialization only.
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---@param patches table
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function Modification.PatchFiles(patches)
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-- Change constants in post_final.frag.
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if patches.PostFinalConst then
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local postFinal = ModTextFileGetContent("data/shaders/post_final.frag")
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for k, v in pairs(patches.PostFinalConst) do
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postFinal = postFinal:gsub(string.format(" %s%%s+=[^;]+;", k), string.format(" %s = %s;", k, tostring(v)), 1)
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end
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ModTextFileSetContent("data/shaders/post_final.frag", postFinal)
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end
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end
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---Returns tables with user requested game configuration changes.
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---@return table config -- List of `config.xml` attributes that should be changed.
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---@return table magic -- List of `magic_number.xml` attributes that should be changed.
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---@return table memory -- List of options in RAM of this process that should be changed.
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---@return table patches -- List of patches that should be applied to game files.
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function Modification.RequiredChanges()
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local config, magic, memory, patches = {}, {}, {}, {}
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-- Does the user request a custom resolution?
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local customResolution = (ModSettingGet("noita-mapcap.custom-resolution-live") and ModSettingGet("noita-mapcap.capture-mode") == "live")
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or (ModSettingGet("noita-mapcap.custom-resolution-other") and ModSettingGet("noita-mapcap.capture-mode") ~= "live")
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if customResolution then
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config["window_w"] = tostring(Vec2(ModSettingGet("noita-mapcap.window-resolution")).x)
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config["window_h"] = tostring(Vec2(ModSettingGet("noita-mapcap.window-resolution")).y)
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config["internal_size_w"] = tostring(Vec2(ModSettingGet("noita-mapcap.internal-resolution")).x)
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config["internal_size_h"] = tostring(Vec2(ModSettingGet("noita-mapcap.internal-resolution")).y)
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config["backbuffer_width"] = config["window_w"]
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config["backbuffer_height"] = config["window_h"]
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magic["VIRTUAL_RESOLUTION_X"] = tostring(Vec2(ModSettingGet("noita-mapcap.virtual-resolution")).x)
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magic["VIRTUAL_RESOLUTION_Y"] = tostring(Vec2(ModSettingGet("noita-mapcap.virtual-resolution")).y)
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-- Set virtual offset to prevent/reduce not correctly drawn pixels at the window border.
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magic["GRID_RENDER_BORDER"] = "3" -- This will widen the right side of the virtual rectangle. It also shifts the world coordinates to the right.
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magic["VIRTUAL_RESOLUTION_OFFSET_X"] = "-3"
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magic["VIRTUAL_RESOLUTION_OFFSET_Y"] = "0"
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else
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-- Reset some values if there is no custom resolution requested.
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config["internal_size_w"] = "1280"
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config["internal_size_h"] = "720"
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magic["VIRTUAL_RESOLUTION_X"] = "427"
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magic["VIRTUAL_RESOLUTION_Y"] = "242"
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magic["GRID_RENDER_BORDER"] = "2"
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magic["VIRTUAL_RESOLUTION_OFFSET_X"] = "-1"
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magic["VIRTUAL_RESOLUTION_OFFSET_Y"] = "-1"
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end
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-- Always expect a fullscreen mode of 0 (windowed).
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-- Capturing will not work in fullscreen.
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config["fullscreen"] = "0"
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-- Also disable screen shake.
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config["screenshake_intensity"] = "0"
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magic["DRAW_PARALLAX_BACKGROUND"] = ModSettingGet("noita-mapcap.disable-background") and "0" or "1"
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-- These magic numbers seem only to work in the dev build.
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magic["DEBUG_PAUSE_GRID_UPDATE"] = ModSettingGet("noita-mapcap.disable-physics") and "1" or "0"
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magic["DEBUG_PAUSE_BOX2D"] = ModSettingGet("noita-mapcap.disable-physics") and "1" or "0"
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magic["DEBUG_DISABLE_POSTFX_DITHERING"] = ModSettingGet("noita-mapcap.disable-postfx") and "1" or "0"
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if ModSettingGet("noita-mapcap.disable-postfx") then
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patches.PostFinalConst = {
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ENABLE_REFRACTION = false,
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ENABLE_LIGHTING = false,
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ENABLE_FOG_OF_WAR = false,
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ENABLE_GLOW = false,
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ENABLE_GAMMA_CORRECTION = false,
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ENABLE_PATH_DEBUG = false,
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FOG_FOREGROUND = "vec4(0.0,0.0,0.0,1.0)",
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FOG_BACKGROUND = "vec3(0.0,0.0,0.0)",
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FOG_FOREGROUND_NIGHT = "vec4(0.0,0.0,0.0,1.0)",
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FOG_BACKGROUND_NIGHT = "vec3(0.0,0.0,0.0)",
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}
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end
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if ModSettingGet("noita-mapcap.disable-shaders-gui-ai") and DebugAPI.IsDevBuild() then
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memory["mPostFxDisabled"] = 1
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memory["mGuiDisabled"] = 1
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memory["mFreezeAI"] = 1
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memory["mTrailerMode"] = 1 -- Is necessary for chunks to correctly load when DEBUG_PAUSE_GRID_UPDATE is enabled.
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end
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if ModSettingGet("noita-mapcap.disable-mod-detection") and not DebugAPI.IsDevBuild() then
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memory["enableModDetection"] = 0
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else
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-- Don't actively (re)enable mod detection.
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--memory["enableModDetection"] = 1
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end
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-- Disables or hides most of the UI.
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-- The game is still somewhat playable this way.
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if ModSettingGet("noita-mapcap.disable-ui") then
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magic["INVENTORY_GUI_ALWAYS_VISIBLE"] = "0"
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magic["UI_BARS2_OFFSET_X"] = "100"
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else
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-- Reset to default.
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magic["INVENTORY_GUI_ALWAYS_VISIBLE"] = "1"
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magic["UI_BARS2_OFFSET_X"] = "-40"
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end
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return config, magic, memory, patches
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end
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---Sets the camera free if required by the mod settings.
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---@param force boolean|nil -- If true, the camera will be set free regardless.
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function Modification.SetCameraFree(force)
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if force ~= nil then CameraAPI.SetCameraFree(force) return end
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local captureMode = ModSettingGet("noita-mapcap.capture-mode")
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local spiralOrigin = ModSettingGet("noita-mapcap.capture-mode-spiral-origin")
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-- Allow free roaming when in spiral mode with origin being the current position.
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if captureMode == "spiral" and spiralOrigin == "current" then
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CameraAPI.SetCameraFree(true)
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return
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end
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CameraAPI.SetCameraFree(false)
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end
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---Will change the game settings according to `Modification.RequiredChanges()`.
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---
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---This will force close Noita!
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function Modification.AutoSet()
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local config, magic = Modification.RequiredChanges()
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Modification.SetConfig(config)
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end
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---Will reset all persistent settings that may have been changed by this mod.
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---
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---This will force close Noita!
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function Modification.Reset()
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local config = {
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window_w = "1280",
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window_h = "720",
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internal_size_w = "1280",
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internal_size_h = "720",
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backbuffer_width = "1280",
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backbuffer_height = "720",
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screenshake_intensity = "0.7",
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}
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Modification.SetConfig(config)
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end
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