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vcmi/lib/modding/CModInfo.h

112 lines
2.4 KiB
C++

/*
* 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 "CModVersion.h"
VCMI_LIB_NAMESPACE_BEGIN
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
{
PENDING,
FAILED,
PASSED
};
struct VerificationInfo
{
/// human-readable mod name
std::string name;
/// version of the mod
CModVersion version;
/// CRC-32 checksum of the mod
ui32 checksum = 0;
/// parent mod ID, empty if root-level mod
TModID parent;
/// for serialization purposes
bool impactsGameplay = true;
template <typename Handler>
void serialize(Handler & h, const int v)
{
h & name;
h & version;
h & checksum;
h & parent;
h & impactsGameplay;
}
};
/// 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 <TModID> dependencies;
/// list of mods that can't be used in the same time as this one
std::set <TModID> 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 VerificationInfo & 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;
VerificationInfo verificationInfo;
void loadLocalData(const JsonNode & data);
};
VCMI_LIB_NAMESPACE_END