96 lines
2.7 KiB
GDScript
96 lines
2.7 KiB
GDScript
@tool
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extends Object
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class_name AssetLoader
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#region Declaration ---
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# === CONST ===
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const DEFAULT_ASSETS_PATH = "res://mods"
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## If you want to change the mod extension. Keep in mind that it's still a json under the hood
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const MOD_INFOS_EXTENSION = "modinfo"
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## Path to the mods folder : [param res://mods] by default
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## [br]
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## (is not a const but should be treated as such, so the uppercase)
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var ASSETS_PATH
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# === VAR ===
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var dir:DirAccess
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var mod_folders:PackedStringArray
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var critical_error := false
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var mod_paths : PackedStringArray
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var mod_manifests : Dictionary[String,ModManifest]
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# === SIGNALS ===
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signal loading_finished
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#endregion ---
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func _init() -> void:
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print_verbose("------ MOD LOADING STARTED ------")
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ASSETS_PATH = ProjectSettings.get_setting("game/mods/mod_path", DEFAULT_ASSETS_PATH)
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dir = DirAccess.open(ASSETS_PATH)
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if not dir:
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push_error("AssetLoader: Mods folder not found at '%s'" % ASSETS_PATH)
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push_error("AssetLoader:",DirAccess.get_open_error())
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_show_error_popup("Mods folder not found at '%s'" % ASSETS_PATH)
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critical_error = true
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return
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mod_folders = dir.get_directories()
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if mod_folders.is_empty():
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push_error("AssetLoader: Mods folder '%s' is empty — no mods to load." % ASSETS_PATH)
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_show_error_popup("Mods folder '%s' is empty — no mods to load." % ASSETS_PATH)
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critical_error = true
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return
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# === PRIVATE ===
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## This will show a native MessageBox on Windows,
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## a native dialog on macOS, and GTK/QT dialog on Linux.
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func _show_error_popup(message: String) -> void:
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OS.alert("AssetLoader:"+message, "AssetLoader:Error")
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# === PUBLIC ===
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func load_all():
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load_mods()
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load_mods_content()
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## Load and unpack all .pck before serialization
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func load_mods():
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for mod in mod_folders:
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var mod_name = mod
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var mod_path = ASSETS_PATH + "/" + mod_name
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var manifest_path = mod_path + "/" + mod_name + "." + MOD_INFOS_EXTENSION
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if FileAccess.file_exists(manifest_path):
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var manifest_file := FileAccess.open(manifest_path, FileAccess.READ)
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var manifest: ModManifest = ModManifest.new_from_file(manifest_file)
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if !manifest:continue
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if !mod_manifests.has(manifest.id):
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mod_manifests[manifest.id] = manifest
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print_verbose("Mod manifest is loaded: %s" % manifest.name)
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var modpacks:Array = manifest.get_mod_packs()
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if manifest.packs.size() > 0:
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for pack in manifest.packs:
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if dir.file_exists(ASSETS_PATH + "/" + mod_name + pack + ".pck"): # variable re-usage here
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pass
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modpacks.append(pack)
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else:
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push_warning("Another mod as the same id:\n %s will not be loaded" % manifest_path)
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else:
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push_warning("No manifest found in %s" % manifest_path)
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for mod in mod_manifests:
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print("Mod loaded: %s" % mod)
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func load_mods_content():
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pass
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