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4 commits

Author SHA1 Message Date
9f4c9edd43 some optimization on addons 2025-08-01 01:41:54 +02:00
186cb926e8 working on mod loader
should i enable the modload inside the engine itself ?
2025-08-01 01:40:57 +02:00
6165129d94 reorganize 2025-07-31 22:37:55 +02:00
4218e2099d
modloader prototype 2025-07-31 19:35:47 +02:00
1400 changed files with 185 additions and 32 deletions

View file

@ -23,7 +23,7 @@ static func _blank_for_func_class(code: String) -> String:
var comment_line_regex = RegEx.create_from_string(r"^\s*#")
var empty_line_regex = RegEx.create_from_string(r"^\s+$")
var lines := code.split('\n')
var modified_lines: Array[String] = []
var modified_lines: PackedStringArray = []
for line: String in lines:
# Spaces between functions & classes

View file

@ -6,20 +6,22 @@ const Dock := preload("res://addons/Todo_Manager/Dock.gd")
const Todo := preload("res://addons/Todo_Manager/todo_class.gd")
const TodoItem := preload("res://addons/Todo_Manager/todoItem_class.gd")
var _dockUI : Dock
var _dockUI: Dock
class TodoCacheValue:
var todos: Array
var last_modified_time: int
func _init(todos: Array, last_modified_time: int):
self.todos = todos
self.last_modified_time = last_modified_time
var todo_cache : Dictionary # { key: script_path, value: TodoCacheValue }
var remove_queue : Array
var combined_pattern : String
var cased_patterns : Array[String]
var todo_cache: Dictionary # { key: script_path, value: TodoCacheValue }
var remove_queue: Array
var combined_pattern: String
var cased_patterns: PackedStringArray
var refresh_lock := false # makes sure _on_filesystem_changed only triggers once
@ -51,7 +53,7 @@ func queue_remove(file: String):
_dockUI.todo_items.remove_at(i)
func find_tokens_from_path(scripts: Array[String]) -> void:
func find_tokens_from_path(scripts: PackedStringArray) -> void:
for script_path in scripts:
var file := FileAccess.open(script_path, FileAccess.READ)
var contents := file.get_as_text()
@ -85,13 +87,13 @@ func find_tokens(text: String, script_path: String) -> void:
var regex = RegEx.new()
# if regex.compile("#\\s*\\bTODO\\b.*|#\\s*\\bHACK\\b.*") == OK:
if regex.compile(combined_pattern) == OK:
var result : Array[RegExMatch] = regex.search_all(text)
var result: Array[RegExMatch] = regex.search_all(text)
if result.is_empty():
for i in _dockUI.todo_items.size():
if _dockUI.todo_items[i].script_path == script_path:
_dockUI.todo_items.remove_at(i)
return # No tokens found
var match_found : bool
var match_found: bool
var i := 0
for todo_item in _dockUI.todo_items:
if todo_item.script_path == script_path:
@ -111,7 +113,7 @@ func create_todo_item(regex_results: Array[RegExMatch], text: String, script_pat
var last_line_number := 0
var lines := text.split("\n")
for r in regex_results:
var new_todo : Todo = create_todo(r.get_string(), script_path)
var new_todo: Todo = create_todo(r.get_string(), script_path)
new_todo.line_number = get_line_number(r.get_string(), text, last_line_number)
# GD Multiline comment
var trailing_line := new_todo.line_number
@ -137,7 +139,7 @@ func update_todo_item(todo_item: TodoItem, regex_results: Array[RegExMatch], tex
todo_item.todos.clear()
var lines := text.split("\n")
for r in regex_results:
var new_todo : Todo = create_todo(r.get_string(), script_path)
var new_todo: Todo = create_todo(r.get_string(), script_path)
new_todo.line_number = get_line_number(r.get_string(), text)
# GD Multiline comment
var trailing_line := new_todo.line_number
@ -178,9 +180,9 @@ func _on_filesystem_changed() -> void:
rescan_files(false)
func find_scripts() -> Array[String]:
var scripts : Array[String]
var directory_queue : Array[String]
func find_scripts() -> PackedStringArray:
var scripts: PackedStringArray
var directory_queue: Array[String]
var dir := DirAccess.open("res://")
if dir.get_open_error() == OK:
get_dir_contents(dir, scripts, directory_queue)
@ -210,11 +212,12 @@ func get_cached_todos(script_path: String) -> Array:
return cached_value.todos
return []
func get_dir_contents(dir: DirAccess, scripts: Array[String], directory_queue: Array[String]) -> void:
func get_dir_contents(dir: DirAccess, scripts: PackedStringArray, directory_queue: PackedStringArray) -> void:
dir.include_navigational = false
dir.include_hidden = false
dir.list_dir_begin()
var file_name : String = dir.get_next()
var file_name: String = dir.get_next()
while file_name != "":
if dir.current_is_dir():
@ -225,7 +228,7 @@ func get_dir_contents(dir: DirAccess, scripts: Array[String], directory_queue: A
else:
if file_name.ends_with(".gd") or file_name.ends_with(".cs") \
or file_name.ends_with(".c") or file_name.ends_with(".cpp") or file_name.ends_with(".h") \
or ((file_name.ends_with(".tscn") and _dockUI.builtin_enabled)):
or((file_name.ends_with(".tscn") and _dockUI.builtin_enabled)):
scripts.append(dir.get_current_dir().path_join(file_name))
file_name = dir.get_next()
@ -266,7 +269,7 @@ func create_todo(todo_string: String, script_path: String) -> Todo:
var regex = RegEx.new()
for pattern in cased_patterns:
if regex.compile(pattern) == OK:
var result : RegExMatch = regex.search(todo_string)
var result: RegExMatch = regex.search(todo_string)
if result:
todo.pattern = pattern
todo.title = result.strings[0]

View file

@ -0,0 +1,77 @@
extends Object
class_name AssetLoader
#region declaration
# === CONST ===
const DEFAULT_ASSETS_PATH = "res://mods"
## If you want to change the mod extension. Keep in mind that it's still a json under the hood
const MOD_INFOS_EXTENSION = "modinfo"
## Path to the mods folder : [param res://mods] by default
## [br]
## (is not a const but should be treated as such, so the uppercase)
var ASSETS_PATH
# === VAR ===
var dir:DirAccess
var mod_folders:PackedStringArray
var critical_error := false
var mod_paths : PackedStringArray
var mod_manifests : Dictionary[String]
# === SIGNALS ===
signal loading_finished
#endregion
func _init() -> void:
print_verbose("------ MOD LOADING STARTED ------")
ASSETS_PATH = ProjectSettings.get_setting("game/mods/mod_path", DEFAULT_ASSETS_PATH)
dir = DirAccess.open(ASSETS_PATH)
if not dir:
push_error("AssetLoader: Mods folder not found at '%s'" % ASSETS_PATH)
push_error("AssetLoader:",DirAccess.get_open_error())
_show_error_popup("Mods folder not found at '%s'" % ASSETS_PATH)
critical_error = true
return
mod_folders = dir.get_directories()
if mod_folders.is_empty():
push_error("AssetLoader: Mods folder '%s' is empty — no mods to load." % ASSETS_PATH)
_show_error_popup("Mods folder '%s' is empty — no mods to load." % ASSETS_PATH)
critical_error = true
return
## This will show a native MessageBox on Windows,
## a native dialog on macOS, and GTK/QT dialog on Linux.
func _show_error_popup(message: String) -> void:
OS.alert("AssetLoader:"+message, "AssetLoader:Error")
func load_all():
load_mods()
#load_mods_content()
func load_mods():
for mod in mod_folders:
var mod_name = mod
var mod_path = ASSETS_PATH + "/" + mod_name
var manifest_path = mod_path + "/" + mod_name + "." + MOD_INFOS_EXTENSION
if FileAccess.file_exists(manifest_path):
var manifest_file := FileAccess.open(manifest_path, FileAccess.READ)
var manifest: Dictionary = JSON.parse_string(manifest_file.get_as_text())
if typeof(manifest) == TYPE_DICTIONARY: # always true ?
mod_paths.append(mod_path)
if manifest["id"]:
mod_manifests[manifest["id"]] = manifest
print_verbose("Mod loaded: %s" % manifest["name"])
else:
mod_manifests[mod_name] = manifest
print_verbose("Mod loaded: %s" % manifest["name"])
print(dir.get_files())

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@ -0,0 +1 @@
uid://qkh5uvr4st7i

23
autoloads/bootstrap.gd Normal file
View file

@ -0,0 +1,23 @@
extends Node
## Should always be at the top of autoloads
func _ready() -> void:
var loader := AssetLoader.new()
# No point to load the game if no asset are loaded
if loader.critical_error:
Engine.get_main_loop().quit(1)
return
loader.load_all() # TODO: Making it async
_start_game()
## This will show a native MessageBox on Windows,
## a native dialog on macOS, and GTK/QT dialog on Linux.
func _show_error_popup(context:String, message: String) -> void:
OS.alert(context+":"+message, context+":Error")
func _start_game() -> void:
print("Game starting...")
#TODO: Load main menu or world scene

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@ -0,0 +1 @@
uid://bbmtxflx0ivgp

View file

@ -16,7 +16,7 @@ func _process(_delta):
#update_cursor(shape)
func update_cursor(image: Resource, shape: Input.CursorShape = 0, hotspot: Vector2 = Vector2(0, 0)):
func update_cursor(image: Resource, _shape:= 0 as Input.CursorShape, hotspot: Vector2 = Vector2(0, 0)):
# Get the custom cursor data from the main script
if image != null:
texture_rect.texture = image

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@ -0,0 +1,23 @@
# meta-name: Clean Code Template
# meta-description: Use this format to structure your code into clear sections
# meta-default: true
# meta-space-indent: 4
extends _BASE_
#region declaration
# === CONST === # Constants and immutables, in UPPERCASE
# === STATIC === # Static variables/functions
#endregion
# === Init === # Initialization logic, if needed
func _init() -> void:
pass
# === PUBLIC FUNCTIONS ===
# === PRIVATE FUNCTIONS === # use _underscore() to make the difference between private and public functions
# ====================

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@ -0,0 +1 @@
uid://d524ti2uyikh

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@ -0,0 +1,9 @@
{
"id": "base_content",
"name": "Core Game Elements",
"version": 1.0,
"desc": "Factions, unités, bâtiments et cartes de base.",
"author": "TonStudio",
"dependencies": [],
"tags": ["units","vehicles","buildings","textures","maps","quests"]
}

View file

@ -0,0 +1,9 @@
{
"id": "base_content",
"name": "Core Game Elements",
"version": 1.0,
"desc": "Factions, unités, bâtiments et cartes de base.",
"author": "TonStudio",
"dependencies": [],
"tags": ["units","vehicles","buildings","textures","maps","quests"]
}

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