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extends Control
const LoadingScreen := preload("res://src/Game/LoadingScreen.gd")
const SoundTabScene := preload("res://src/Game/Menu/OptionMenu/SoundTab.tscn")
const GameMenuScene := preload("res://src/Game/GameMenu.tscn")
@export_subgroup("Nodes")
@export var loading_screen : LoadingScreen
@export var vic2_dir_dialog : FileDialog
@export_subgroup("")
@export var section_name : String = "general"
@export var setting_name : String = "base_defines_path"
var _settings_base_path : String = ""
var _compatibility_path_list : PackedStringArray = []
func _ready() -> void:
Localisation.initialize()
if ArgumentParser.get_argument(&"help"):
ArgumentParser._print_help()
# For some reason this doesn't get freed properly
# Godot will always quit before it frees the active StreamPlayback resource
# This hack fixes that
MusicConductor.queue_free()
get_tree().quit()
return
# Hack to ensure Sound Options load
var sound_tab := SoundTabScene.instantiate()
sound_tab.visible = false
add_child(sound_tab)
Events.Options.load_settings.connect(_load_setting)
Events.Options.save_settings.connect(_save_setting)
Events.Options.load_settings_from_file()
sound_tab.queue_free()
await _setup_compatibility_mode_paths()
await loading_screen.start_loading_screen(_initialize_game)
func _load_setting(file : ConfigFile) -> void:
if file == null: return
_settings_base_path = file.get_value(section_name, setting_name, "")
func _save_setting(file : ConfigFile) -> void:
if file == null: return
file.set_value(section_name, setting_name, _settings_base_path)
func _setup_compatibility_mode_paths() -> void:
# To test mods, set your base path to Victoria II and then pass mods in reverse order with --mod="mod" for each mod.
var arg_base_path : String = ArgumentParser.get_argument(&"base-path", "")
var arg_search_path : String = ArgumentParser.get_argument(&"search-path", "")
var actual_base_path : String = ""
if arg_base_path:
if arg_search_path:
push_warning("Exact base path and search base path arguments both used:\nBase: ", arg_base_path, "\nSearch: ", arg_search_path)
actual_base_path = arg_base_path
elif arg_search_path:
# This will also search for a Steam install if the hint doesn't help
actual_base_path = GameSingleton.search_for_game_path(arg_search_path)
if not actual_base_path:
push_warning("Failed to find assets using search hint: ", arg_search_path)
if not actual_base_path:
if _settings_base_path:
actual_base_path = _settings_base_path
else:
# Check if the program is being run from inside the install directory,
# and if not also search for a Steam install
actual_base_path = GameSingleton.search_for_game_path("..")
if not actual_base_path:
get_tree().paused = true
vic2_dir_dialog.popup_centered_ratio()
# Remove with https://github.com/godotengine/godot/pull/81178
vic2_dir_dialog.ok_button_text = "VIC2_DIR_DIALOG_SELECT"
# WHY WON'T CANCEL AUTO-TRANSLATE WORK NOW?!?!?!?
var cancel_button := vic2_dir_dialog.get_cancel_button()
cancel_button.auto_translate = false
cancel_button.auto_translate = true
var failure_func := func() -> void:
get_window().mode = Window.MODE_WINDOWED
OS.alert(tr("ERROR_ASSET_PATH_NOT_FOUND_MESSAGE"), tr("ERROR_ASSET_PATH_NOT_FOUND"))
get_tree().quit()
vic2_dir_dialog.canceled.connect(failure_func)
await vic2_dir_dialog.dir_selected
get_tree().paused = false
actual_base_path = GameSingleton.search_for_game_path(vic2_dir_dialog.current_path)
if not actual_base_path:
failure_func.call()
return
if not _settings_base_path:
_settings_base_path = actual_base_path
# Save the path found in the search
Events.Options.save_settings_to_file()
_compatibility_path_list = [actual_base_path]
# Add mod paths
var settings_mod_names : PackedStringArray = ArgumentParser.get_argument(&"mod", "")
for mod_name : String in settings_mod_names:
_compatibility_path_list.push_back(actual_base_path + "/mod/" + mod_name)
func _load_compatibility_mode() -> void:
if GameSingleton.load_defines_compatibility_mode(_compatibility_path_list) != OK:
push_error("Errors loading game defines!")
# REQUIREMENTS
# * FS-333, FS-334, FS-335, FS-341
func _initialize_game() -> void:
var start := Time.get_ticks_usec()
loading_screen.try_update_loading_screen(0)
GameSingleton.setup_logger()
loading_screen.try_update_loading_screen(15, true)
_load_compatibility_mode()
loading_screen.try_update_loading_screen(75, true)
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().change_scene_to_packed.call_deferred(GameMenuScene)
func _on_splash_container_splash_end() -> void:
loading_screen.show()
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