- Revised the tagline in `docusaurus.config.js` to reflect the focus on Data Center. - Enhanced descriptions in `getting-started.md`, `intro.md`, and various mod documentation files for consistency and clarity. - Updated references to the game name, removing "Waseku" for a more streamlined presentation. - Improved the structure and readability of tables and lists throughout the documentation. This commit aims to ensure the documentation is clear, consistent, and accurately represents the project, enhancing usability for both mod developers and players.
3.3 KiB
title, sidebar_label, description
| title | sidebar_label | description |
|---|---|---|
| Greg hooks showcase (sample mod) | Greg hooks showcase | Subscribe to greg.* hooks via GregShowcaseMod, GregEventDispatcher, GregPayload, and optional OnCancelable veto. |
Greg hooks showcase
The gregFramework repo ships GregShowcaseMod at mods/GregShowcaseMod/. It demonstrates the public API only:
GregEventDispatcher.On/Once/OnCancelable/UnregisterAllGregHookName.Create(GregDomain.*, "Action")GregPayload.Get<T>/GregPayload.Dumpfor anonymous payloads
Canonical hook strings
Runtime names look like greg.<DOMAIN>.<Action>. Always build them with GregHookName.Create — do not concatenate raw strings in mods.
Registry
greg_hooks.json at the gregFramework repository root is the canonical catalog (description, payloadSchema, strategy, optional legacy). A copy is emitted next to FrikaModdingFramework.dll for GregCompatBridge legacy resolution.
Authoritative documentation: greg hooks registry (IL2CPP) — regeneration script, whitelist, and Harmony deduplication rules.
FFI bridge and greg.* emission
DataCenterModLoader.EventDispatcher emits greg.* events through GregHookIntegration for the same gameplay moments as the Rust FFI event ids (money, cables, customers, save/load, etc.), even when the FFI bridge is not connected.
Payload access patterns
Pattern A — dynamic (anonymous types from compiler):
private static void OnCoinChanged(object payload)
{
dynamic p = payload;
float delta = (float)p.coinChangeAmount;
float balance = (float)p.newBalance;
MelonLogger.Msg($"Δ={delta} → {balance}");
}
Pattern B — GregPayload (reflection, case-insensitive property names):
private static void OnReputationChanged(object payload)
{
var amount = GregPayload.Get<float>(payload, "amount");
var rep = GregPayload.Get<float>(payload, "reputation");
MelonLogger.Msg($"Reputation: {amount} → {rep}");
}
Pattern C — typed record (when you define a shared contract in your mod or core):
// public record PlayerMoneyPayload(float CoinChangeAmount, float NewBalance, bool WithoutSound, bool Accepted);
// if (payload is PlayerMoneyPayload p) { ... }
Use GregPayload.Dump(payload) for one-line debug strings.
Prefix hooks and cancellation
Hooks that run before the original method (Harmony Prefix) can call GregEventDispatcher.InvokeCancelable(hookName, payload). Mods register GregEventDispatcher.OnCancelable(hookName, p => bool, modId); if any handler returns false, the integration can skip the original (e.g. Player.UpdateCoin). Der Showcase nutzt GregNativeEventHooks.PlayerCoinChanged (greg.PLAYER.CoinChanged).
Showcase: enable blockNegativeTransactions in content/modconfig.json to register a veto on large negative coinChangeAmount values.
Configuration
Edit content/modconfig.json next to the built DLL (defaults are copied from the repo). Keys include logPlayerEvents, logNetworkEvents, blockNegativeTransactions, reputationWarningThreshold.