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extends Node
var GameDebug = preload("Events/GameDebug.gd").new()
var Options = preload("Events/Options.gd").new()
var Localisation = preload("Events/Localisation.gd").new()
var ShaderManager = preload("Events/ShaderManager.gd").new()
var _define_filepaths_dict : Dictionary = {
GameSingleton.get_province_identifier_file_key(): "res://common/map/provinces.json",
GameSingleton.get_water_province_file_key(): "res://common/map/water.json",
GameSingleton.get_region_file_key(): "res://common/map/regions.json",
GameSingleton.get_terrain_variant_file_key(): "res://common/map/terrain.json",
GameSingleton.get_terrain_texture_dir_key(): "res://art/terrain/",
GameSingleton.get_province_image_file_key(): "res://common/map/provinces.png",
GameSingleton.get_terrain_image_file_key(): "res://common/map/terrain.png",
GameSingleton.get_goods_file_key(): "res://common/goods.json",
GameSingleton.get_good_icons_dir_key(): "res://art/economy/goods"
}
# REQUIREMENTS
# * FS-333, FS-334, FS-335, FS-341
func _ready():
GameSingleton.setup_logger()
# Set this to your Vic2 install dir or a mod's dir to enable compatibility mode
# (this won't work for mods which rely on vanilla map assets, copy missing assets
# into the mod's dir for a temporary fix)
# Usage: OpenVic --compatibility-mode <path>
var compatibility_mode_path : String
if ProjectSettings.has_setting(ArgumentParser.argument_setting_path):
var arg_dictionary : Dictionary = ProjectSettings.get_setting(ArgumentParser.argument_setting_path)
compatibility_mode_path = arg_dictionary.get(&"compatibility-mode", compatibility_mode_path)
var start := Time.get_ticks_usec()
if compatibility_mode_path:
if GameSingleton.load_defines_compatibility_mode(compatibility_mode_path) != OK:
push_error("Errors loading game defines!")
else:
if GameSingleton.load_defines(_define_filepaths_dict) != OK:
push_error("Errors loading game defines!")
var end := Time.get_ticks_usec()
print("Loading took ", float(end - start) / 1000000, " seconds")
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