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#pragma once
#include <openvic-dataloader/csv/Parser.hpp>
#include <openvic-dataloader/v2script/Parser.hpp>
#include <unordered_map> //keep this here or mac builds will fail
#include "openvic-simulation/dataloader/NodeTools.hpp"
namespace OpenVic {
namespace fs = std::filesystem;
struct GameManager;
class UIManager;
struct PopManager;
struct UnitManager;
struct GoodManager;
struct EventManager;
class Dataloader {
public:
using path_vector_t = std::vector<fs::path>;
private:
path_vector_t roots;
bool _load_interface_files(UIManager& ui_manager) const;
bool _load_pop_types(PopManager& pop_manager, UnitManager const& unit_manager, GoodManager const& good_manager) const;
bool _load_units(GameManager& game_manager) const;
bool _load_goods(GameManager& game_manager) const;
bool _load_rebel_types(GameManager& game_manager) const;
bool _load_technologies(GameManager& game_manager) const;
bool _load_inventions(GameManager& game_manager) const;
bool _load_events(GameManager& game_manager) const;
bool _load_map_dir(GameManager& game_manager) const;
bool _load_decisions(GameManager& game_manager) const;
bool _load_history(GameManager& game_manager, bool unused_history_file_warnings) const;
/* _DirIterator is fs::directory_iterator or fs::recursive_directory_iterator. _UniqueKey is the type of a callable
* which converts a string_view filepath with root removed into a string_view unique key. Any path whose key is empty
* or matches an earlier found path's key is discarded, ensuring each looked up path's key is non-empty and unique. */
template<typename _DirIterator, typename _UniqueKey>
requires requires (_UniqueKey const& unique_key, std::string_view path) {
{ unique_key(path) } -> std::convertible_to<std::string_view>;
}
path_vector_t _lookup_files_in_dir(
std::string_view path, fs::path const& extension, _UniqueKey const& unique_key
) const;
public:
static ovdl::v2script::Parser parse_defines(fs::path const& path);
static ovdl::v2script::Parser parse_lua_defines(fs::path const& path);
static ovdl::csv::Windows1252Parser parse_csv(fs::path const& path);
Dataloader() = default;
/// @brief Searches for the Victoria 2 install directory
///
/// @param hint_path A path to indicate a hint to assist in searching for the Victoria 2 install directory
/// Supports being supplied:
/// 1. A valid Victoria 2 game directory (Victoria 2 directory that contains a v2game.exe file)
/// 2. An Empty path: assumes a common Steam install structure per platform.
/// 2b. If Windows, returns "HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Paradox Interactive\Victoria 2"
/// "path" registry value
/// 2c. If registry value returns an empty string, performs Steam checks below
/// 3. A path to a root Steam install. (eg: C:\Program Files(x86)\Steam, ~/.steam/steam)
/// 4. A path to a root Steam steamapps directory. (eg: C:\Program Files(x86)\Steam\steamapps,
/// ~/.steam/steam/steamapps)
/// 5. A path to the root Steam libraryfolders.vdf, commonly in the root Steam steamapps directory.
/// 6. A path to the Steam library directory that contains Victoria 2.
/// 7. A path to a Steam library's steamapps directory that contains Victoria 2.
/// 8. A path to a Steam library's steamapps/common directory that contains Victoria 2.
/// 9. If any of these checks don't resolve to a valid Victoria 2 game directory when supplied
/// a non-empty hint_path, performs empty path behavior.
/// @return fs::path The root directory of a valid Victoria 2 install, or an empty path.
///
static fs::path search_for_game_path(fs::path hint_path = {});
/* In reverse-load order, so base defines first and final loaded mod last */
bool set_roots(path_vector_t const& new_roots);
/* REQUIREMENTS:
* DAT-24
*/
fs::path lookup_file(std::string_view path, bool print_error = true) const;
/* If the path ends with the extension ".tga", then this function will first try to load the file with the extension
* replaced with ".dds", and if that fails it will try the original ".tga" version. Paths not ending with ".tga" will
* just be passed to lookup_file. */
fs::path lookup_image_file(std::string_view path) const;
path_vector_t lookup_files_in_dir(std::string_view path, fs::path const& extension) const;
path_vector_t lookup_files_in_dir_recursive(std::string_view path, fs::path const& extension) const;
path_vector_t lookup_basic_indentifier_prefixed_files_in_dir(std::string_view path, fs::path const& extension) const;
path_vector_t lookup_basic_indentifier_prefixed_files_in_dir_recursive(
std::string_view path, fs::path const& extension
) const;
bool apply_to_files(path_vector_t const& files, NodeTools::callback_t<fs::path const&> callback) const;
string_set_t lookup_dirs_in_dir(std::string_view path) const;
bool load_defines(GameManager& game_manager) const;
enum locale_t : size_t {
English, French, German, Polish, Spanish, Italian, Swedish,
Czech, Hungarian, Dutch, Portugese, Russian, Finnish, _LocaleCount
};
static constexpr char const* locale_names[_LocaleCount] = {
"en_GB", "fr_FR", "de_DE", "pl_PL", "es_ES", "it_IT", "sv_SE",
"cs_CZ", "hu_HU", "nl_NL", "pt_PT", "ru_RU", "fi_FI"
};
/* Args: key, locale, localisation */
using localisation_callback_t = NodeTools::callback_t<std::string_view, locale_t, std::string_view>;
bool load_localisation_files(
localisation_callback_t callback, std::string_view localisation_dir = "localisation"
) const;
};
}
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