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extends Node
var GameDebug: GameDebugSingleton
var Options: OptionsSingleton
var Localisation: LocalisationSingleton
var ShaderManager: ShaderManagerSingleton
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 load_events(loading_screen: LoadingScreen):
GameSingleton.setup_logger()
loading_screen.update_loading_screen(5)
# 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()
GameDebug = GameDebugSingleton.new()
loading_screen.update_loading_screen(15)
Options = OptionsSingleton.new()
loading_screen.update_loading_screen(25)
Localisation = LocalisationSingleton.new()
loading_screen.update_loading_screen(45)
ShaderManager = ShaderManagerSingleton.new()
loading_screen.update_loading_screen(50, true)
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!")
loading_screen.update_loading_screen(100)
var end := Time.get_ticks_usec()
print("Loading took ", float(end - start) / 1000000, " seconds")
# change scene in a thread-safe way
get_tree().call_deferred("change_scene_to_file", "res://src/Game/GameMenu.tscn")
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