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88 lines
2.0 KiB
C++
88 lines
2.0 KiB
C++
/*
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* CModInfo.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../JsonNode.h"
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#include "CModVersion.h"
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VCMI_LIB_NAMESPACE_BEGIN
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using TModID = std::string;
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class DLL_LINKAGE CModInfo
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{
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/// cached result of checkModGameplayAffecting() call
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/// Do not serialize - depends on local mod version, not server/save mod version
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mutable std::optional<bool> modGameplayAffecting;
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public:
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enum EValidationStatus
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{
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PENDING,
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FAILED,
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PASSED
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};
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/// identifier, identical to name of folder with mod
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std::string identifier;
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/// human-readable strings
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std::string name;
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std::string description;
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/// version of the mod
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CModVersion version;
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/// Base language of mod, all mod strings are assumed to be in this language
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std::string baseLanguage;
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/// vcmi versions compatible with the mod
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CModVersion vcmiCompatibleMin, vcmiCompatibleMax;
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/// list of mods that should be loaded before this one
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std::set <TModID> dependencies;
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/// list of mods that can't be used in the same time as this one
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std::set <TModID> conflicts;
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/// CRC-32 checksum of the mod
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ui32 checksum;
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EValidationStatus validation;
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JsonNode config;
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CModInfo();
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CModInfo(const std::string & identifier, const JsonNode & local, const JsonNode & config);
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JsonNode saveLocalData() const;
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void updateChecksum(ui32 newChecksum);
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bool isEnabled() const;
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void setEnabled(bool on);
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static std::string getModDir(const std::string & name);
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static std::string getModFile(const std::string & name);
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/// return true if this mod can affect gameplay, e.g. adds or modifies any game objects
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bool checkModGameplayAffecting() const;
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private:
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/// true if mod is enabled by user, e.g. in Launcher UI
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bool explicitlyEnabled;
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/// true if mod can be loaded - compatible and has no missing deps
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bool implicitlyEnabled;
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void loadLocalData(const JsonNode & data);
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};
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VCMI_LIB_NAMESPACE_END
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