working on mod loader
should i enable the modload inside the engine itself ?
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8 changed files with 92 additions and 8 deletions
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@ -1,26 +1,44 @@
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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,Dictionary]
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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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var dir := DirAccess.open(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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var mod_folders := dir.get_directories()
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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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@ -35,4 +53,25 @@ func _show_error_popup(message: String) -> void:
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func load_all():
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pass
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load_mods()
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#load_mods_content()
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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: 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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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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for mod in mod_manifests:
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print("Mod loaded: %s" % mod)
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@ -4,13 +4,11 @@ extends Node
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func _ready() -> void:
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var loader := AssetLoader.new()
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# If there was a critical error, quit immediately
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# No point to load the game if no asset are loaded
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if loader.critical_error:
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Engine.get_main_loop().quit(1)
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return
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loader.load_all() # TODO: Making it async
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# Otherwise, continue startup
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_start_game()
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@ -16,7 +16,7 @@ func _process(_delta):
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#update_cursor(shape)
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func update_cursor(image: Resource, shape: Input.CursorShape = 0, hotspot: Vector2 = Vector2(0, 0)):
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func update_cursor(image: Resource, _shape:= 0 as Input.CursorShape, hotspot: Vector2 = Vector2(0, 0)):
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# Get the custom cursor data from the main script
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if image != null:
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texture_rect.texture = image
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23
editor/script_templates/Object/clean_code_template.gd
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23
editor/script_templates/Object/clean_code_template.gd
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@ -0,0 +1,23 @@
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# meta-name: Clean Code Template
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# meta-description: Use this format to structure your code into clear sections
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# meta-default: true
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# meta-space-indent: 4
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extends _BASE_
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#region declaration
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# === CONST === # Constants and immutables, in UPPERCASE
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# === STATIC === # Static variables/functions
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#endregion
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# === Init === # Initialization logic, if needed
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func _init() -> void:
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pass
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# === PUBLIC FUNCTIONS ===
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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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@ -0,0 +1 @@
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uid://d524ti2uyikh
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9
mods/base_content/base_content.json
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9
mods/base_content/base_content.json
Normal file
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{
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"id": "base_content",
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"name": "Core Game Elements",
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"version": 1.0,
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"desc": "Factions, unités, bâtiments et cartes de base.",
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"author": "TonStudio",
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"dependencies": [],
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"tags": ["units","vehicles","buildings","textures","maps","quests"]
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}
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9
mods/base_content/base_content.modinfo
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9
mods/base_content/base_content.modinfo
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{
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"id": "base_content",
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"name": "Core Game Elements",
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"version": 1.0,
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"desc": "Factions, unités, bâtiments et cartes de base.",
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"author": "TonStudio",
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"dependencies": [],
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"tags": ["units","vehicles","buildings","textures","maps","quests"]
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}
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@ -38,6 +38,11 @@ window/size/window_height_override=720
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mouse_cursor/custom_image="uid://dp4ed16rb1754"
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mouse_cursor/custom_image_hotspot=Vector2(14, 2)
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[editor]
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script/search_in_file_extensions=PackedStringArray("gd", "gdshader", "json", "modinfo")
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script/templates_search_path="res://editor/script_templates"
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[editor_plugins]
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enabled=PackedStringArray("res://addons/SimpleFormatOnSave/plugin.cfg", "res://addons/Todo_Manager/plugin.cfg")
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