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gregWiki/docs/guides/mod-developers/greg-hooks-showcase.md
Marvin e818c78baa docs: update terminology and improve clarity across documentation
- 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.
2026-04-10 04:44:12 +02:00

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---
title: Greg hooks showcase (sample mod)
sidebar_label: Greg hooks showcase
description: 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` / `UnregisterAll`
- `GregHookName.Create(GregDomain.*, "Action")`
- `GregPayload.Get<T>` / `GregPayload.Dump` for 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)](/wiki/reference/greg-hooks-registry) — 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):**
```csharp
private static void OnCoinChanged(object payload)
{
dynamic p = payload;
float delta = (float)p.coinChangeAmount;
float balance = (float)p.newBalance;
MelonLogger.Msg($"Δ={delta} → {balance}");
}
```
**Pattern B — `GregPayload` (reflection, case-insensitive property names):**
```csharp
private static void OnReputationChanged(object payload)
{
var amount = GregPayload.Get<float>(payload, "amount");
var rep = GregPayload.Get<float>(payload, "reputation");
MelonLogger.Msg($"Reputation: {amount} → {rep}");
}
```
**Pattern C — typed record (when you define a shared contract in your mod or core):**
```csharp
// 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`.
## See also
- [Mod developers (hub)](./overview)
- [System architecture principles](/wiki/meta/system-architecture-principles)
- [Framework](/wiki/mods/framework)