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LuaCsForBarotraumaEP/luacs-docs/cs/setting-up-simple-mod.md
2024-01-13 16:49:31 -03:00

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Starting a new mod

The main star of the show is Barotrauma.ACsMod class. It is what most of your mods will use to hook game methods, and execute custom code. If you are planning on creating new components it's possible to just inherit from ItemComponent.

Important features

  • Mods have full access to Harmony to allow you to perform any patches you wish.
  • All utility classes can be accessed either by their type (i.e that have name that starts with LuaCs...) or through GameMain.LuaCs property (refer to class documentation).
  • All C# code files must be located in <mod_root>/CSharp/* otherwise they won't be compiled
  • To configure server / client execution behaviour create RunConfig.xml in CSharp directory, like is shown below (run types are Standard, Forced and None)
  • Additionally you can specify what code runs where by either filepath or pre-processor statements
  • In case of filepath, your files must be located in either CSharp/Shared/*, CSharp/Server/* or CSharp/Client/*, for shared code, server-side code or client-side code respectively (in any other case, the code is assumed to be shared)
  • I case of pre-processor, you can use SERVER or CLIENT definitions to separate code into server-side code and client-side code respectively

Code example

A generic C# mod boilerplate:

File-tree:

 <mod_root>/
 ├─ CSharp/
 │  ├─ RunConfig.xml
 │  ├─ Shared/ExampleMod.cs
 │  ├─ Server/ExampleMod.cs
 │  └─ Client/ExampleMod.cs
 └─ dummyitem.xml

<mod_root>/CSharp/RunConfig.xml

<?xml version="1.0" encoding="utf-8"?>
<RunConfig>
  <Server>Standard</Server>
  <Client>Standard</Client>
</RunConfig>

<mod_root>/CSharp/Shared/ExampleMod.cs

using System;
using Barotrauma;

namespace ExampleNamespace {
    partial class ExampleMod: ACsMod {
        public ExampleMod() {
            // shared code
            ...

            #if SERVER
                InitServer();
            #elif CLIENT
                InitClient();
            #endif
        }

        public override void Stop() {
            // stopping code, e.g. save custom data
             #if SERVER
                // server-side code
                ...
            #elif CLIENT
                // client-side code
                ...
            #endif
        }
    }
}

<mod_root>/CSharp/Server/ExampleMod.cs

using System;
using Barotrauma;

namespace ExampleNamespace {
    partial class ExampleMod {
        public void InitServer() {
            // server-side initialization
            ...
        }
    }
}

<mod_root>/CSharp/Client/ExampleMod.cs

using System;
using Barotrauma;

namespace ExampleNamespace {
    partial class ExampleMod {
        public void InitClient() {
            // client-side initialization
            ...
        }
    }
}

<mod_root>/dummyitem.xml

<Items></Items> 

Links to class documentation