- To get the lastest changes from
darkforest-eth/plugins
, run
cd plugins
git remote add public https://github.com/darkforest-eth/plugins.git
git pull public master # Creates a merge commit
git push origin master
-
To make a new plugin:
cp -r archetypes/default content/plugin-type/plugin-name
-
For writing plugins in Typescript: after saving your
plugin.ts
file, run:
tsc plugin.ts --target es2019 && cat plugin.js | pbcopy
to copy compiled js to clipboard for pasting in client
In v0.5 of Dark Forest, we added the ability to customize the game through "Plugins". These are scripts that are run by the game and provided access to specific aspects of the game.
Plugins are evaluated in the context of your game and can access all of your private information (including private key!). Plugins can dynamically load data, which can be switched out from under you!!! Use these plugins at your own risk.
You should not use any plugins that you haven't written yourself or by someone you trust completely. You or someone you trust should control the entire pipeline (such as imported dependencies) and should review plugins before you use them.
The Dark Forest in game api has two typical interaction points. In the Dark Forest client you'll find the documentation for the df object and the ui object.
We also provide a series of utilities that plugin authors can use. These are served directly from our website (https://plugins.zkga.me
) and you can load them in your plugins. Check out what is available in the javascript directory
If we are missing a utility that would be helpful, feel free to open an issue!
You can submit your own plugins by sending a Pull Request to this repository!
You'll need to add your plugin to the content/
directory of this project. Within content/
, we have categories, like casual
, productivity
, or artifacts
, please pick the best category, or create a directory for a new one.
Adding a new plugin directory can be done in 2 ways:
-
Install
hugo
by following https://gohugo.io/getting-started/installing/ then runhugo new CATEGORY/PLUGIN-NAME
(where CATEGORY is the category you want and PLUGIN-NAME is the name of your plugin). -
Copy an already existing plugin directory and rename it to the name of your plugin.
After you've created a new plugin directory, update the index.md
, plugin.js
, screenshot.png
files to fit your plugin. Make sure to add additional information to the comments of the plugin.js
that might help other users or developers with your plugin.
Feel free to add additional information to your plugin directory, such as we did with remote-explorer
.
- Has to have screenshot, ideally with result of action and or the ui, should to be ~20kb in size unless you really need more
- Check desctructors cleanup all constructors, delete all new, reset all listeners and timers
- Comments on top of the script explaining what is is and how to use it
- Simple clean auditable javascript, expect to go through a little back and forth code review
- No external scripts being loaded except for from us https://plugins.zkga.me/utils/ or a few REALLY big names from knowns cdns have been allowed so far like: https://unpkg.com/htm/preact/standalone.module.js and https://cdn.skypack.dev/lodash.range
To develop on the showcase page or theme itself, you can use hugo
by installing as per above. You need to checkout the git submodules for the theme with git submodule update --init --recursive
and then running hugo server -D
in this repository will start a local webserver you can visit with your browser.