mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 23:48:11 +00:00
added the game
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106
addons/mod_loader/internal/mod_loader_utils.gd
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106
addons/mod_loader/internal/mod_loader_utils.gd
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class_name ModLoaderUtils
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extends Node
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const LOG_NAME := "ModLoader:ModLoaderUtils"
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## This is a dummy func. It is exclusively used to show notes in the code that
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## stay visible after decompiling a PCK, as is primarily intended to assist new
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## modders in understanding and troubleshooting issues
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static func _code_note(_msg:String):
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pass
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## Returns an empty [String] if the key does not exist or is not type of [String]
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static func get_string_from_dict(dict: Dictionary, key: String) -> String:
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if not dict.has(key):
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return ""
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if not dict[key] is String:
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return ""
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return dict[key]
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## Returns an empty [Array] if the key does not exist or is not type of [Array]
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static func get_array_from_dict(dict: Dictionary, key: String) -> Array:
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if not dict.has(key):
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return []
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if not dict[key] is Array:
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return []
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return dict[key]
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## Returns an empty [Dictionary] if the key does not exist or is not type of [Dictionary]
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static func get_dict_from_dict(dict: Dictionary, key: String) -> Dictionary:
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if not dict.has(key):
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return {}
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if not dict[key] is Dictionary:
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return {}
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return dict[key]
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## Works like [method Dictionary.has_all],
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## but allows for more specific errors if a field is missing
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static func dict_has_fields(dict: Dictionary, required_fields: Array[String]) -> bool:
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var missing_fields := get_missing_dict_fields(dict, required_fields)
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if missing_fields.size() > 0:
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ModLoaderLog.fatal("Dictionary is missing required fields: %s" % str(missing_fields), LOG_NAME)
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return false
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return true
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static func get_missing_dict_fields(dict: Dictionary, required_fields: Array[String]) -> Array[String]:
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var missing_fields := required_fields.duplicate()
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for key in dict.keys():
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if(required_fields.has(key)):
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missing_fields.erase(key)
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return missing_fields
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## Register an array of classes to the global scope, since Godot only does that in the editor.
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static func register_global_classes_from_array(new_global_classes: Array) -> void:
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var registered_classes: Array = ProjectSettings.get_setting("_global_script_classes")
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var registered_class_icons: Dictionary = ProjectSettings.get_setting("_global_script_class_icons")
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for new_class in new_global_classes:
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if not _is_valid_global_class_dict(new_class):
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continue
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for old_class in registered_classes:
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if old_class.get_class() == new_class.get_class():
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if OS.has_feature("editor"):
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ModLoaderLog.info('Class "%s" to be registered as global was already registered by the editor. Skipping.' % new_class.get_class(), LOG_NAME)
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else:
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ModLoaderLog.info('Class "%s" to be registered as global already exists. Skipping.' % new_class.get_class(), LOG_NAME)
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continue
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registered_classes.append(new_class)
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registered_class_icons[new_class.get_class()] = "" # empty icon, does not matter
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ProjectSettings.set_setting("_global_script_classes", registered_classes)
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ProjectSettings.set_setting("_global_script_class_icons", registered_class_icons)
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## Checks if all required fields are in the given [Dictionary]
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## Format: [code]{ "base": "ParentClass", "class": "ClassName", "language": "GDScript", "path": "res://path/class_name.gd" }[/code]
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static func _is_valid_global_class_dict(global_class_dict: Dictionary) -> bool:
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var required_fields := ["base", "class", "language", "path"]
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if not global_class_dict.has_all(required_fields):
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ModLoaderLog.fatal("Global class to be registered is missing one of %s" % required_fields, LOG_NAME)
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return false
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if not _ModLoaderFile.file_exists(global_class_dict.path):
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ModLoaderLog.fatal('Class "%s" to be registered as global could not be found at given path "%s"' %
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[global_class_dict.get_class, global_class_dict.path], LOG_NAME)
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return false
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return true
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