working on mod loader

should i enable the modload inside the engine itself ?
This commit is contained in:
Lucas 2025-08-01 01:40:57 +02:00
parent 6165129d94
commit 186cb926e8
8 changed files with 92 additions and 8 deletions

View file

@ -1,26 +1,44 @@
extends Object extends Object
class_name AssetLoader class_name AssetLoader
#region declaration
# === CONST ===
const DEFAULT_ASSETS_PATH = "res://mods" 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 ## Path to the mods folder : [param res://mods] by default
## [br] ## [br]
## (is not a const but should be treated as such, so the uppercase) ## (is not a const but should be treated as such, so the uppercase)
var ASSETS_PATH var ASSETS_PATH
# === VAR ===
var dir:DirAccess
var mod_folders:PackedStringArray
var critical_error := false var critical_error := false
var mod_paths : PackedStringArray
var mod_manifests : Dictionary[String]
# === SIGNALS ===
signal loading_finished
#endregion
func _init() -> void: func _init() -> void:
print_verbose("------ MOD LOADING STARTED ------")
ASSETS_PATH = ProjectSettings.get_setting("game/mods/mod_path", DEFAULT_ASSETS_PATH) ASSETS_PATH = ProjectSettings.get_setting("game/mods/mod_path", DEFAULT_ASSETS_PATH)
var dir := DirAccess.open(ASSETS_PATH) dir = DirAccess.open(ASSETS_PATH)
if not dir: if not dir:
push_error("AssetLoader: Mods folder not found at '%s'" % ASSETS_PATH) 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) _show_error_popup("Mods folder not found at '%s'" % ASSETS_PATH)
critical_error = true critical_error = true
return return
var mod_folders := dir.get_directories() mod_folders = dir.get_directories()
if mod_folders.is_empty(): if mod_folders.is_empty():
push_error("AssetLoader: Mods folder '%s' is empty — no mods to load." % ASSETS_PATH) 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) _show_error_popup("Mods folder '%s' is empty — no mods to load." % ASSETS_PATH)
@ -35,4 +53,25 @@ func _show_error_popup(message: String) -> void:
func load_all(): func load_all():
pass 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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@ -4,13 +4,11 @@ extends Node
func _ready() -> void: func _ready() -> void:
var loader := AssetLoader.new() var loader := AssetLoader.new()
# If there was a critical error, quit immediately # No point to load the game if no asset are loaded
if loader.critical_error: if loader.critical_error:
Engine.get_main_loop().quit(1) Engine.get_main_loop().quit(1)
return return
loader.load_all() # TODO: Making it async loader.load_all() # TODO: Making it async
# Otherwise, continue startup
_start_game() _start_game()

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@ -16,7 +16,7 @@ func _process(_delta):
#update_cursor(shape) #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 # Get the custom cursor data from the main script
if image != null: if image != null:
texture_rect.texture = image 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"]
}

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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"]
}

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@ -38,6 +38,11 @@ window/size/window_height_override=720
mouse_cursor/custom_image="uid://dp4ed16rb1754" mouse_cursor/custom_image="uid://dp4ed16rb1754"
mouse_cursor/custom_image_hotspot=Vector2(14, 2) mouse_cursor/custom_image_hotspot=Vector2(14, 2)
[editor]
script/search_in_file_extensions=PackedStringArray("gd", "gdshader", "json", "modinfo")
script/templates_search_path="res://editor/script_templates"
[editor_plugins] [editor_plugins]
enabled=PackedStringArray("res://addons/SimpleFormatOnSave/plugin.cfg", "res://addons/Todo_Manager/plugin.cfg") enabled=PackedStringArray("res://addons/SimpleFormatOnSave/plugin.cfg", "res://addons/Todo_Manager/plugin.cfg")