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extends Control

const LoadingScreen = preload("res://src/Game/LoadingScreen.gd")
const SoundTabScene = preload("res://src/Game/Menu/OptionMenu/SoundTab.tscn")

@export_subgroup("Nodes")
@export var loading_screen : LoadingScreen

func _ready() -> void:
   # Hack to ensure Sound Options load
   var sound_tab := SoundTabScene.instantiate()
   sound_tab.visible = false
   add_child(sound_tab)
   Events.Options.load_settings_from_file()
   sound_tab.queue_free()

   loading_screen.start_loading_screen(_initialize_game)

# REQUIREMENTS
# * FS-333, FS-334, FS-335, FS-341
func _initialize_game() -> void:
   GameSingleton.setup_logger()
   loading_screen.try_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 = ArgumentParser.get_argument(&"compatibility-mode")

   var start := Time.get_ticks_usec()

   loading_screen.try_update_loading_screen(15)
   loading_screen.try_update_loading_screen(25)
   Localisation.initialize()
   loading_screen.try_update_loading_screen(45)
   loading_screen.try_update_loading_screen(50, true)

   # TODO: Loading takes way too long to keep the LoadingScreen at 50%
   # Should either split this up or seperately multithread the compatibility mode loader
   # Or both and emit a signal that allows us to add percentages to the LoadingScreen
   if compatibility_mode_path:
      if GameSingleton.load_defines_compatibility_mode(compatibility_mode_path) != OK:
         push_error("Errors loading game defines!")
   else:
      GameLoader.define_filepaths_dict.make_read_only()
      if GameSingleton.load_defines(GameLoader.define_filepaths_dict) != OK:
         push_error("Errors loading game defines!")

   loading_screen.try_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")

func _on_splash_container_splash_end():
   loading_screen.show()