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BitMod

A fast, elegant, and modern BattleBit: Remastered modding framework designed to enable plugins of all kinds to operate simultaneously on the same API server.

Important

Just like the Community API, BitMod is in very early development. Tread carefully!

Features

  • Hot Reloading & Unloading: Plugins can be loaded and unloaded on the fly
  • Out of the Box: BitMod includes critical plugins for server administration, and can run a server completely out of the box.
  • Compatibility: Using BitMod, plugins don't need to be aware of one another to launch, hook game events, and send commands. Plugins can use behavior of other plugins without needing to be aware of their existence.
  • Sky's The Limit: All non-core functionality (eg configuration, commands) are implemented as plugins, A demonstration of the extreme flexibility of BitMod's design

Introduction

BitMod features four kinds of "callback" objects: Events, Hooks, Producers, and Mutators. Each handles a different API call used by the BattleBit gameserver. BitMod chooses which event to use based on a callback's first argument. Callbacks are implemented as lilikoi containers.

Events are one-off alerts that do not require any form of response:

public class MyPlugin
{
    [BitEvent]
    public Task OnPlayerDied(PlayerDiedEvent ev)
    {
    
        return Task.CompletedTask;
    }
}

Hooks expect a response of either Allow, Disallow, or Neutral. The first plugin to express an opinion will have it's opinion selected. Plugins are executed in ascending order of priority (0 = lowest, 255 = highest). The priority is specified by the plugin.

Events are one-off alerts that do not require any form of response:

public class MyPlugin
{
    [BitHook(32)]
    public async Task<Directive> OnPlayerChatted(PlayerTypedMessageEventArgs ev)
    {
        //  No hate speech!
        if (ev.Message.Contains("i hate you"))
            return Directive.Disallow;
    
        return Directive.Neutral;
    }
}

Producers produce a value out of thin air. Similarly to hooks, they are executed in ascending order of priority. A producer can choose to either produce a value or do nothing. If a producer produces a value, then the chain ends.

Producers are used for when data is expected to appear out of thin air--For example, when loading or saving player stats.

Mutators mutate the object created by the producer. They can choose to modify whatever values they want, but are critically not responsible for originally producing that data. Mutators, similarly to events, will always run regardless of what a mutator before it does.

Contributors

Who What
@Mooshua Core library design
@moddedmcplayer Event Arg Classes