AssetLoader + Modinfo object
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8 changed files with 138 additions and 13 deletions
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@ -1,7 +1,8 @@
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@tool
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extends Object
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class_name AssetLoader
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#region declaration
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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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@ -20,12 +21,12 @@ 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,Dictionary]
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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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#endregion ---
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func _init() -> void:
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@ -45,6 +46,8 @@ func _init() -> void:
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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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@ -52,11 +55,13 @@ 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_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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@ -64,14 +69,28 @@ func load_mods():
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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: Dictionary = JSON.parse_string(manifest_file.get_as_text())
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if typeof(manifest) == TYPE_DICTIONARY: # always true ?
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mod_paths.append(mod_path)
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if manifest["id"]:
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mod_manifests[manifest["id"]] = manifest
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print_verbose("Mod loaded: %s" % manifest["name"])
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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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mod_manifests[mod_name] = manifest
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print_verbose("Mod loaded: %s" % manifest["name"])
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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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69
assetloader/ModManifest.gd
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69
assetloader/ModManifest.gd
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extends RefCounted
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class_name ModManifest
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## Object for easier json manifest operations.
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#region declaration
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var id: StringName ## Mod unique id. Internal usage only.
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var name: String ## Displayed mod name
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var version: String ## Displayed mod version
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var desc: String ## Displayed mod description
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var author:String ## Mod Author
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var dependencies := [] ## Mod dependecies, optional.
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var tags:= [] ## ["units", "vehicles", "buildings", "textures", "maps", "quests"]
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var packs := [] ## Optional. [br] By default [param mod_id.pck] is loaded.
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var _validated = false ## true if the manifest as a correct syntax
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#endregion
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# === Init === # Initialization logic, if needed
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func _init(_id:String,_name:=_id,_desc:="",_dependencies:=[],_packs:=[],_author := "",_version:="1.0",_tags:=[]) -> void:
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if id == "":
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push_warning("Mod id cannot be null, fallback to "+_name)
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self.id = _name.strip_edges()
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else:
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self.id = _id
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self.name= _name
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self.version = _version
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self.desc=_desc
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self.author = _author
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self.dependencies = _dependencies
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self.tags= _tags
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self.packs =_packs
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# === PUBLIC FUNCTIONS ===
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func is_valid() -> bool:
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return _validated
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## Return [param null] if the json is not parsed correctly
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static func new_from_file(_manifest_file:FileAccess) -> ModManifest:
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var man_dic:Dictionary = JSON.parse_string(_manifest_file.get_as_text())
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if !man_dic:
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push_warning("Invalid manifest format: %s" % _manifest_file.get_path())
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return null
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var _id: String
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if man_dic["id"]:
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_id = man_dic["id"]
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else:
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_id = str(_manifest_file).strip_edges() # ugly. But should fallback on a generated one.
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return ModManifest.new(_id, man_dic["name"],man_dic["desc"],man_dic["dependencies"],man_dic["packs"],man_dic["author"],man_dic["version"],man_dic["tags"])
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## Check if the array is empty, if not, return the packs and the main one if it's not on the list.
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func get_mod_packs() -> Array[String]:
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if packs.size() > 0:
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# check if the main pack is in the list
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if packs.has(self.id):
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return self.packs
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else:
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var pck = self.packs
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pck.append(id)
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return pck
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return [id]
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# === PRIVATE FUNCTIONS === # use _underscore() to make the difference between private and public functions
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# ====================
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1
assetloader/ModManifest.gd.uid
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1
assetloader/ModManifest.gd.uid
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uid://5ii0g6tl4dpj
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@ -10,6 +10,7 @@ func _ready() -> void:
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return
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loader.load_all() # TODO: Making it async
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_start_game()
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loader = null
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## This will show a native MessageBox on Windows,
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25
mods/README.md
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25
mods/README.md
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# Modding
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By default a modding system is made.
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Each mods need to be in the mod folder, each folder is a mod containing at least a `mod_id.modinfo` and a `mod_id.pck` and optionnaly a `mod_id.<locale>.loc`
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## modinfo example
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```json
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{
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"id": "mod_id",
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"name": "Mod Displayed Name",
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"version": "1.0",
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"desc": "Mod displayed description",
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"author": "Mod Author",
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"dependencies": [],
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"tags": ["units", "vehicles", "buildings", "textures", "maps", "quests"],
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"packs": ["mod_id", "addon_pack"]
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}
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```
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*id* (string) : should be the unique name of the mod. Only used internally. should be the same as the modinfo and the folder name
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*name* (string) : the displayed name of the mode
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*version* (string) : to keep track of the version of you mod. displayed in the mod manager
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*author* (string) : you, the awesome modder
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*dependecies* (array of strings) : list of ids of requiered mod. be sure to load them before this one
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mods/base_content/units/soldier.json
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0
mods/base_content/units/soldier.json
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10
mods/modinfo_example.json
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10
mods/modinfo_example.json
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{
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"id": "mod_id",
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"name": "Mod Displayed Name",
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"version": "1.0",
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"desc": "Mod displayed description",
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"author": "Mod Author",
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"dependencies": [],
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"tags": ["units", "vehicles", "buildings", "textures", "maps", "quests"],
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"packs": ["mod_id", "addon_pack"]
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}
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