153 lines
5.1 KiB
GDScript
153 lines
5.1 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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## 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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## If you want to change the localization extension. Keep in mind that it's still a json under the hood
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const LOC_EXTENSION = "loc"
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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_manifests: Dictionary[StringName,ModManifest]
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var mod_localizations: Dictionary[StringName,Dictionary] # {mod_id: {locale: {key: value}}}
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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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# Use res://mods/ in editor, executable's mods/ folder in exported builds
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if OS.has_feature("editor"):
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ASSETS_PATH = "res://"+ProjectSettings.get_setting("game/mods/mod_folder_name", "mods")
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else:
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# fallbakc to use mods folder next to executable
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ASSETS_PATH = OS.get_executable_path().get_base_dir() + "/" + ProjectSettings.get_setting("game/mods/mod_folder_name", "mods")
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dir = DirAccess.open(ASSETS_PATH)
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print_debug(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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manifest.path = mod_path
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print_verbose("Mod manifest is loaded: %s" % manifest.name)
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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_localizations():
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if mod_manifests.size() == 0:
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print_verbose("No mods to load localizations from.")
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return
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for mod_id in mod_manifests:
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var mod_path: String = mod_manifests[mod_id]["path"]
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var mod_name: String = mod_path.get_file()
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mod_localizations[mod_id] = {}
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dir.change_dir(mod_path)
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while file_name != "":
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if file_name.ends_with("." + LOC_EXTENSION):
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var locale = file_name.get_basename().get_extension()
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var loc_path = mod_path + "/" + file_name
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var loc_file = FileAccess.open(loc_path, FileAccess.READ)
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if loc_file:
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var loc_data: Dictionary = JSON.parse_string(loc_file.get_as_text())
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if typeof(loc_data) == TYPE_DICTIONARY:
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mod_localizations[mod_id][locale] = loc_data
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print_verbose("Loaded localization '%s' for mod '%s'" % [locale, mod_id])
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else:
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push_warning("Invalid localization file: %s" % loc_path)
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else:
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push_warning("Failed to open localization file: %s" % loc_path)
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file_name = dir.get_next()
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dir.list_dir_end()
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func register_localizations():
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for mod_id in mod_localizations:
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for locale in mod_localizations[mod_id]:
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var translation = Translation.new()
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translation.locale = locale
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for key in mod_localizations[mod_id][locale]:
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translation.add_message(key, mod_localizations[mod_id][locale][key])
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TranslationServer.add_translation(translation)
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func load_mods_content():
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if OS.has_feature("editor"):
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# Assets should already be loaded/imported.
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# FIXME: here we should implement something to serialize ? maybe not.
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return
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if mod_manifests.size() == 0:
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print_verbose("No mods to load content from.")
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return
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for mod_id in mod_manifests:
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var modpacks:Array = mod_manifests[mod_id].get_mod_packs()
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for pack in modpacks:
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# Load assets from the PCKs (mounted at res://)
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var pck_path:StringName = mod_manifests[mod_id].path+ "/" + pack + ".pck"
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if dir.file_exists(pck_path):
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if ProjectSettings.load_resource_pack(pck_path):
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print_verbose("Loaded PCK for mod '%s': %s" % [mod_id, pck_path])
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mod_manifests[mod_id]._validated = true
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else:
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push_warning("Failed to load PCK: %s" % pck_path)
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else:
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push_warning("PCK not found: %s" % pck_path)
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