Godot-RTS-Template/assetloader/assetloader.gd
lucastucious 186cb926e8 working on mod loader
should i enable the modload inside the engine itself ?
2025-08-01 01:40:57 +02:00

77 lines
2.3 KiB
GDScript

extends Object
class_name AssetLoader
#region declaration
# === CONST ===
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
## [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
var critical_error := false
var mod_paths : PackedStringArray
var mod_manifests : Dictionary[String]
# === SIGNALS ===
signal loading_finished
#endregion
func _init() -> void:
print_verbose("------ MOD LOADING STARTED ------")
ASSETS_PATH = ProjectSettings.get_setting("game/mods/mod_path", DEFAULT_ASSETS_PATH)
dir = DirAccess.open(ASSETS_PATH)
if not dir:
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)
critical_error = true
return
mod_folders = dir.get_directories()
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
## 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")
func load_all():
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())