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0ad/source/ps/Mod.h

111 lines
3.7 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MOD
#define INCLUDED_MOD
#include "ps/CStr.h"
#include "scriptinterface/ScriptForward.h"
#include <vector>
#define g_Mods (Mod::Instance())
class Mod
{
friend class TestMod;
public:
// Singleton-like interface.
static Mod& Instance();
/**
* Parsed mod.json data for C++ usage.
* Note that converting to/from JS is lossy.
*/
struct ModData
{
// 'Folder name' of the mod, e.g. 'public' for the main 0 A.D. mod.
CStr m_Pathname;
// "name" property in the mod.json
CStr m_Name;
CStr m_Version;
std::vector<CStr> m_Dependencies;
// If true, the mod is assumed to be 'GUI-only', i.e. ignored for MP or replay compatibility checks.
bool m_IgnoreInCompatibilityChecks;
// For convenience when exporting to JS, keep a record of the full file.
CStr m_Text;
};
const std::vector<CStr>& GetEnabledMods() const;
const std::vector<CStr>& GetIncompatibleMods() const;
const std::vector<ModData>& GetAvailableMods() const;
/**
* Fetches available mods and stores some metadata about them.
* This may open the zipped mod archives, depending on the situation,
* and/or try to write files to the user mod folder,
* which can be quite slow, so should be run rarely.
* TODO: if this did not need the scriptInterface to parse JSON,
* we could run it in different contexts and possibly cleaner.
*/
void UpdateAvailableMods(const ScriptInterface& scriptInterface);
/**
* Enables specified mods (& mods required by the engine).
* @param addPublic - if true, enable the public mod.
* @return whether the mods were enabled successfully. This can fail if e.g. mods are incompatible.
* If true, GetEnabledMods() should be non-empty, GetIncompatibleMods() empty. Otherwise, GetIncompatibleMods() is non-empty.
*/
bool EnableMods(const std::vector<CStr>& mods, const bool addPublic);
/**
* Get data for the given mod.
* @param the mod path name (e.g. 'public')
* @return the mod data or nullptr if unavailable.
* TODO: switch to std::optional or something related.
*/
const ModData* GetModData(const CStr& mod) const;
/**
* Get a list of the enabled mod's data (intended for compatibility checks).
* "user" mod and "mod" mod are ignored as they are irrelevant for compatibility checks.
*/
const std::vector<const Mod::ModData*> GetEnabledModsData() const;
/**
* @return whether the two lists are compatible for replaying / MP play.
*/
static bool AreModsPlayCompatible(const std::vector<const Mod::ModData*>& modsA, const std::vector<const Mod::ModData*>& modsB);
private:
/**
* Checks a list of @a mods and returns the incompatible mods, if any.
*/
std::vector<CStr> CheckForIncompatibleMods(const std::vector<CStr>& mods) const;
bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version) const;
std::vector<CStr> m_EnabledMods;
// Of the currently loaded mods, these are the incompatible with the engine and cannot be loaded.
std::vector<CStr> m_IncompatibleMods;
std::vector<ModData> m_AvailableMods;
};
#endif // INCLUDED_MOD