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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

Merge remote-tracking branch 'vcmi/beta' into develop

This commit is contained in:
Ivan Savenko
2023-08-18 15:08:23 +03:00
17 changed files with 185 additions and 44 deletions

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@@ -489,23 +489,49 @@ void CModHandler::afterLoad(bool onlyEssential)
}
void CModHandler::trySetActiveMods(const std::map<TModID, CModVersion> & modList)
void CModHandler::trySetActiveMods(std::vector<TModID> saveActiveMods, const std::map<TModID, CModVersion> & modList)
{
std::vector<TModID> newActiveMods;
ModIncompatibility::ModList missingMods;
for(const auto & mod : modList)
for(const auto & m : activeMods)
{
auto m = mod.first;
auto mver = mod.second;
if (vstd::contains(saveActiveMods, m))
continue;
if(allMods.count(m) && (allMods[m].version.isNull() || mver.isNull() || allMods[m].version.compatible(mver)))
allMods[m].setEnabled(true);
else
auto & modInfo = allMods.at(m);
if(modInfo.checkModGameplayAffecting())
missingMods.emplace_back(m, modInfo.version.toString());
}
for(const auto & m : saveActiveMods)
{
const CModVersion & mver = modList.at(m);
if (allMods.count(m) == 0)
{
missingMods.emplace_back(m, mver.toString());
continue;
}
auto & modInfo = allMods.at(m);
bool modAffectsGameplay = modInfo.checkModGameplayAffecting();
bool modVersionCompatible = modInfo.version.isNull() || mver.isNull() || modInfo.version.compatible(mver);
bool modEnabledLocally = vstd::contains(activeMods, m);
bool modCanBeEnabled = modEnabledLocally && modVersionCompatible;
allMods[m].setEnabled(modCanBeEnabled);
if (modCanBeEnabled)
newActiveMods.push_back(m);
if (!modCanBeEnabled && modAffectsGameplay)
missingMods.emplace_back(m, mver.toString());
}
if(!missingMods.empty())
throw ModIncompatibility(std::move(missingMods));
std::swap(activeMods, newActiveMods);
}
CIdentifierStorage & CModHandler::getIdentifiers()

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@@ -52,7 +52,7 @@ class DLL_LINKAGE CModHandler : boost::noncopyable
CModVersion getModVersion(TModID modName) const;
/// Attempt to set active mods according to provided list of mods from save, throws on failure
void trySetActiveMods(const std::map<TModID, CModVersion> & modList);
void trySetActiveMods(std::vector<TModID> saveActiveMods, const std::map<TModID, CModVersion> & modList);
std::unique_ptr<CIdentifierStorage> identifiers;
@@ -100,16 +100,14 @@ public:
else
{
loadMods();
std::vector<TModID> newActiveMods;
std::vector<TModID> saveActiveMods;
std::map<TModID, CModVersion> modVersions;
h & newActiveMods;
h & saveActiveMods;
for(const auto & m : newActiveMods)
for(const auto & m : saveActiveMods)
h & modVersions[m];
trySetActiveMods(modVersions);
std::swap(activeMods, newActiveMods);
trySetActiveMods(saveActiveMods, modVersions);
}
h & identifiers;

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@@ -12,6 +12,7 @@
#include "../CGeneralTextHandler.h"
#include "../VCMI_Lib.h"
#include "../filesystem/Filesystem.h"
VCMI_LIB_NAMESPACE_BEGIN
@@ -128,6 +129,48 @@ void CModInfo::loadLocalData(const JsonNode & data)
validation = validated ? PASSED : FAILED;
}
bool CModInfo::checkModGameplayAffecting() const
{
if (modGameplayAffecting.has_value())
return *modGameplayAffecting;
static const std::vector<std::string> keysToTest = {
"heroClasses",
"artifacts",
"creatures",
"factions",
"objects",
"heroes",
"spells",
"skills",
"templates",
"scripts",
"battlefields",
"terrains",
"rivers",
"roads",
"obstacles"
};
ResourceID modFileResource(CModInfo::getModFile(identifier));
if(CResourceHandler::get("initial")->existsResource(modFileResource))
{
const JsonNode modConfig(modFileResource);
for(const auto & key : keysToTest)
{
if (!modConfig[key].isNull())
{
modGameplayAffecting = true;
return *modGameplayAffecting;
}
}
}
modGameplayAffecting = false;
return *modGameplayAffecting;
}
bool CModInfo::isEnabled() const
{
return implicitlyEnabled && explicitlyEnabled;

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@@ -18,6 +18,10 @@ using TModID = std::string;
class DLL_LINKAGE CModInfo
{
/// cached result of checkModGameplayAffecting() call
/// Do not serialize - depends on local mod version, not server/save mod version
mutable std::optional<bool> modGameplayAffecting;
public:
enum EValidationStatus
{
@@ -67,6 +71,9 @@ public:
static std::string getModDir(const std::string & name);
static std::string getModFile(const std::string & name);
/// return true if this mod can affect gameplay, e.g. adds or modifies any game objects
bool checkModGameplayAffecting() const;
private:
/// true if mod is enabled by user, e.g. in Launcher UI
bool explicitlyEnabled;