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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:
   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_from_file()
   sound_tab.queue_free()

   loading_screen.start_loading_screen(_initialize_game)

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 compatibility_mode_path : String = ArgumentParser.get_argument(&"compatibility-mode", "")

   if not compatibility_mode_path:
      # TODO - non-Windows default paths
      const default_path : String = "C:/Program Files (x86)/Steam/steamapps/common/Victoria 2"
      compatibility_mode_path = default_path

   var compatibility_mode_paths : PackedStringArray = [compatibility_mode_path]

   # Example for adding mod paths
   #compatibility_mode_paths.push_back("C:/Program Files (x86)/Steam/steamapps/common/Victoria 2/mod/TGC")

   if GameSingleton.load_defines_compatibility_mode(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().call_deferred("change_scene_to_file", "res://src/Game/GameMenu.tscn")

func _on_splash_container_splash_end():
   loading_screen.show()