Godot-RTS-Template/assetloader/AssetLoader.gd

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@tool
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extends Object
class_name AssetLoader
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#region Declaration ---
# === CONST ===
## 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"
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## If you want to change the localization extension. Keep in mind that it's still a json under the hood
const LOC_EXTENSION = "loc"
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## 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
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var critical_error := false
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var mod_manifests: Dictionary[StringName,ModManifest]
var mod_localizations: Dictionary[StringName,Dictionary] # {mod_id: {locale: {key: value}}}
# === SIGNALS ===
signal loading_finished
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#endregion ---
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func _init() -> void:
print_verbose("------ MOD LOADING STARTED ------")
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# Use res://mods/ in editor, executable's mods/ folder in exported builds
if OS.has_feature("editor"):
ASSETS_PATH = "res://"+ProjectSettings.get_setting("game/mods/mod_folder_name", "mods")
else:
# fallbakc to use mods folder next to executable
ASSETS_PATH = OS.get_executable_path().get_base_dir() + "/" + ProjectSettings.get_setting("game/mods/mod_folder_name", "mods")
dir = DirAccess.open(ASSETS_PATH)
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print_debug(ASSETS_PATH)
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if not dir:
push_error("AssetLoader: Mods folder not found at '%s'" % ASSETS_PATH)
push_error("AssetLoader:",DirAccess.get_open_error())
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_show_error_popup("Mods folder not found at '%s'" % ASSETS_PATH)
critical_error = true
return
mod_folders = dir.get_directories()
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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
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# === PRIVATE ===
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## 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")
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# === PUBLIC ===
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func load_all():
load_mods()
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load_mods_content()
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## Load and unpack all .pck before serialization
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)
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var manifest: ModManifest = ModManifest.new_from_file(manifest_file)
if !manifest:continue
if !mod_manifests.has(manifest.id):
mod_manifests[manifest.id] = manifest
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manifest.path = mod_path
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print_verbose("Mod manifest is loaded: %s" % manifest.name)
else:
push_warning("Another mod as the same id:\n %s will not be loaded" % manifest_path)
else:
push_warning("No manifest found in %s" % manifest_path)
for mod in mod_manifests:
print("Mod loaded: %s" % mod)
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func load_localizations():
if mod_manifests.size() == 0:
print_verbose("No mods to load localizations from.")
return
for mod_id in mod_manifests:
var mod_path: String = mod_manifests[mod_id]["path"]
var mod_name: String = mod_path.get_file()
mod_localizations[mod_id] = {}
dir.change_dir(mod_path)
dir.list_dir_begin()
var file_name = dir.get_next()
while file_name != "":
if file_name.ends_with("." + LOC_EXTENSION):
var locale = file_name.get_basename().get_extension()
var loc_path = mod_path + "/" + file_name
var loc_file = FileAccess.open(loc_path, FileAccess.READ)
if loc_file:
var loc_data: Dictionary = JSON.parse_string(loc_file.get_as_text())
if typeof(loc_data) == TYPE_DICTIONARY:
mod_localizations[mod_id][locale] = loc_data
print_verbose("Loaded localization '%s' for mod '%s'" % [locale, mod_id])
else:
push_warning("Invalid localization file: %s" % loc_path)
else:
push_warning("Failed to open localization file: %s" % loc_path)
file_name = dir.get_next()
dir.list_dir_end()
func register_localizations():
for mod_id in mod_localizations:
for locale in mod_localizations[mod_id]:
var translation = Translation.new()
translation.locale = locale
for key in mod_localizations[mod_id][locale]:
translation.add_message(key, mod_localizations[mod_id][locale][key])
TranslationServer.add_translation(translation)
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func load_mods_content():
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if OS.has_feature("editor"):
# Assets should already be loaded/imported.
# FIXME: here we should implement something to serialize ? maybe not.
return
if mod_manifests.size() == 0:
print_verbose("No mods to load content from.")
return
for mod_id in mod_manifests:
var modpacks:Array = mod_manifests[mod_id].get_mod_packs()
for pack in modpacks:
# Load assets from the PCKs (mounted at res://)
var pck_path:StringName = mod_manifests[mod_id].path+ "/" + pack + ".pck"
if dir.file_exists(pck_path):
if ProjectSettings.load_resource_pack(pck_path):
print_verbose("Loaded PCK for mod '%s': %s" % [mod_id, pck_path])
mod_manifests[mod_id]._validated = true
else:
push_warning("Failed to load PCK: %s" % pck_path)
else:
push_warning("PCK not found: %s" % pck_path)