178 lines
5.3 KiB
C#
Executable File
178 lines
5.3 KiB
C#
Executable File
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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using OpenRA.Widgets;
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namespace OpenRA
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{
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public class ModData
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{
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public readonly Manifest Manifest;
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public readonly ObjectCreator ObjectCreator;
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public Dictionary<string, Map> AvailableMaps { get; private set; }
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public readonly WidgetLoader WidgetLoader;
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public ILoadScreen LoadScreen = null;
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public SheetBuilder SheetBuilder;
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public SpriteLoader SpriteLoader;
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public VoxelLoader VoxelLoader;
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public static IEnumerable<string> FindMapsIn(string dir)
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{
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string[] noMaps = { };
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if (!Directory.Exists(dir))
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return noMaps;
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return Directory.GetDirectories(dir)
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.Concat(Directory.GetFiles(dir, "*.zip"))
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.Concat(Directory.GetFiles(dir, "*.oramap"));
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}
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public ModData(params string[] mods)
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{
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Languages = new string[0];
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Manifest = new Manifest(mods);
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ObjectCreator = new ObjectCreator(Manifest);
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LoadScreen = ObjectCreator.CreateObject<ILoadScreen>(Manifest.LoadScreen.Value);
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LoadScreen.Init(Manifest.LoadScreen.NodesDict.ToDictionary(x => x.Key, x => x.Value.Value));
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LoadScreen.Display();
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WidgetLoader = new WidgetLoader(this);
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AvailableMaps = FindMaps(Manifest.Mods);
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// HACK: Mount only local folders so we have a half-working environment for the asset installer
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FileSystem.UnmountAll();
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foreach (var dir in Manifest.Folders)
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FileSystem.Mount(dir);
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}
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public void InitializeLoaders()
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{
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// all this manipulation of static crap here is nasty and breaks
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// horribly when you use ModData in unexpected ways.
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ChromeMetrics.Initialize(Manifest.ChromeMetrics);
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ChromeProvider.Initialize(Manifest.Chrome);
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SheetBuilder = new SheetBuilder(SheetType.Indexed);
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SpriteLoader = new SpriteLoader(new string[] { ".shp" }, SheetBuilder);
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VoxelLoader = new VoxelLoader();
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CursorProvider.Initialize(Manifest.Cursors);
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}
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public IEnumerable<string> Languages { get; private set; }
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void LoadTranslations(Map map)
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{
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var selectedTranslations = new Dictionary<string, string>();
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var defaultTranslations = new Dictionary<string, string>();
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if (!Manifest.Translations.Any())
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{
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Languages = new string[0];
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FieldLoader.Translations = new Dictionary<string, string>();
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return;
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}
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var yaml = Manifest.Translations.Select(MiniYaml.FromFile).Aggregate(MiniYaml.MergeLiberal);
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Languages = yaml.Select(t => t.Key).ToArray();
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yaml = MiniYaml.MergeLiberal(map.Translations, yaml);
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foreach (var y in yaml)
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{
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if (y.Key == Game.Settings.Graphics.Language)
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selectedTranslations = y.Value.NodesDict.ToDictionary(x => x.Key, x => x.Value.Value ?? "");
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if (y.Key == Game.Settings.Graphics.DefaultLanguage)
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defaultTranslations = y.Value.NodesDict.ToDictionary(x => x.Key, x => x.Value.Value ?? "");
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}
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var translations = new Dictionary<string, string>();
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foreach (var tkv in defaultTranslations.Concat(selectedTranslations))
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{
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if (translations.ContainsKey(tkv.Key))
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continue;
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if (selectedTranslations.ContainsKey(tkv.Key))
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translations.Add(tkv.Key, selectedTranslations[tkv.Key]);
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else
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translations.Add(tkv.Key, tkv.Value);
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}
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FieldLoader.Translations = translations;
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}
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public Map PrepareMap(string uid)
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{
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LoadScreen.Display();
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if (!AvailableMaps.ContainsKey(uid))
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throw new InvalidDataException("Invalid map uid: {0}".F(uid));
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var map = new Map(AvailableMaps[uid].Path);
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LoadTranslations(map);
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// Reinit all our assets
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InitializeLoaders();
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FileSystem.LoadFromManifest(Manifest);
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// Mount map package so custom assets can be used. TODO: check priority.
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FileSystem.Mount(FileSystem.OpenPackage(map.Path, null, int.MaxValue));
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Rules.LoadRules(Manifest, map);
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SpriteLoader = new SpriteLoader(Rules.TileSets[map.Tileset].Extensions, SheetBuilder);
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// TODO: Don't load the sequences for assets that are not used in this tileset. Maybe use the existing EditorTilesetFilters.
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SequenceProvider.Initialize(Manifest.Sequences, map.Sequences);
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VoxelProvider.Initialize(Manifest.VoxelSequences, map.VoxelSequences);
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return map;
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}
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Dictionary<string, Map> FindMaps(string[] mods)
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{
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var paths = mods.SelectMany(p => FindMapsIn("mods{0}{1}{0}maps{0}".F(Path.DirectorySeparatorChar, p)))
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.Concat(mods.SelectMany(p => FindMapsIn("{1}maps{0}{2}{0}".F(Path.DirectorySeparatorChar, Platform.SupportDir, p))));
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var ret = new Dictionary<string, Map>();
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foreach (var path in paths)
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{
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try
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{
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var map = new Map(path);
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ret.Add(map.Uid, map);
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}
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catch (Exception e)
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{
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Console.WriteLine("Failed to load map: {0}", path);
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Console.WriteLine("Details: {0}", e.ToString());
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}
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}
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return ret;
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}
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public Map FindMapByUid(string uid)
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{
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return AvailableMaps.ContainsKey(uid) ? AvailableMaps[uid] : null;
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}
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}
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public interface ILoadScreen
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{
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void Init(Dictionary<string, string> info);
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void Display();
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void StartGame();
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}
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}
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