aboutsummaryrefslogtreecommitdiff
path: root/game/src/Game/GameStart.gd
blob: 32e70c8b4a2eed05ad4f14e8156329e11af4a2ca (plain) (blame)
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():
   # 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():
   loading_screen.show()