1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
|
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_subgroup("")
@export var section_name : String = "general"
@export var setting_name : String = "base_defines_path"
var _settings_base_path : String = ""
func _ready() -> void:
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()
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 _load_compatibility_mode() -> void:
# 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 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:
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:
actual_base_path = GameSingleton.search_for_game_path()
if not actual_base_path:
var title : String = "Failed to find game asset path!"
var msg : String = "The path can be specified with the \"base-path\" command line option."
OS.alert(msg, title)
get_tree().quit()
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()
var paths : PackedStringArray = [actual_base_path]
# Example for adding mod paths
#paths.push_back(actual_base_path + "/mod/TGC")
if GameSingleton.load_defines_compatibility_mode(paths) != 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()
Localisation.initialize()
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()
|