/* * CModInfo.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../JsonNode.h" #include "ModVerificationInfo.h" VCMI_LIB_NAMESPACE_BEGIN 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 modGameplayAffecting; static std::set readModList(const JsonNode & input); public: enum EValidationStatus { PENDING, FAILED, PASSED }; /// identifier, identical to name of folder with mod std::string identifier; /// detailed mod description std::string description; /// Base language of mod, all mod strings are assumed to be in this language std::string baseLanguage; /// vcmi versions compatible with the mod CModVersion vcmiCompatibleMin, vcmiCompatibleMax; /// list of mods that should be loaded before this one std::set dependencies; /// list of mods that can't be used in the same time as this one std::set conflicts; EValidationStatus validation; JsonNode config; CModInfo(); CModInfo(const std::string & identifier, const JsonNode & local, const JsonNode & config); JsonNode saveLocalData() const; void updateChecksum(ui32 newChecksum); bool isEnabled() const; static std::string getModDir(const std::string & name); static JsonPath getModFile(const std::string & name); /// return true if this mod can affect gameplay, e.g. adds or modifies any game objects bool checkModGameplayAffecting() const; const ModVerificationInfo & getVerificationInfo() const; private: /// true if mod is enabled by user, e.g. in Launcher UI bool explicitlyEnabled; /// true if mod can be loaded - compatible and has no missing deps bool implicitlyEnabled; ModVerificationInfo verificationInfo; void loadLocalData(const JsonNode & data); }; VCMI_LIB_NAMESPACE_END