0ad/source/ps/scripting/JSInterface_Mod.cpp
wraitii 3bcf360107 Mod and mod-mounting cleanup and improvements.
- Non-visual replays now automatically try to load the replay mods. This
removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible
to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant,
only incompatible mods is kept.
- Interface cleanup: `AreModsCompatible`becomes
`CheckForIncompatibleMods`, which becomes a private pure function,
simplifying the control flow somewhat.
- Interface cleanup: `CheckAndEnableMods` is just `EnableMods`, which
explicitly updates loaded & incompatible mods.
- `CacheEnabledModVersions` becomes private and is called on behalf of
the user, removing the need to be careful about updating that (fixes my
concern at 44ec2e324e)

Overall, the logic around mounting & enabled mods should be easier to
understand.

Differential Revision: https://code.wildfiregames.com/D3982
This was SVN commit r25474.
2021-05-20 14:36:42 +00:00

57 lines
1.8 KiB
C++

/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "JSInterface_Mod.h"
#include "ps/Mod.h"
#include "scriptinterface/FunctionWrapper.h"
extern void RestartEngine();
namespace JSI_Mod
{
Mod* ModGetter(const ScriptRequest&, JS::CallArgs&)
{
return &g_Mods;
}
bool SetModsAndRestartEngine(const ScriptInterface& scriptInterface, const std::vector<CStr>& mods)
{
if (!g_Mods.EnableMods(scriptInterface, mods, false))
return false;
RestartEngine();
return true;
}
bool HasIncompatibleMods()
{
return g_Mods.GetIncompatibleMods().size() > 0;
}
void RegisterScriptFunctions(const ScriptRequest& rq)
{
ScriptFunction::Register<&Mod::GetEngineInfo, ModGetter>(rq, "GetEngineInfo");
ScriptFunction::Register<&Mod::GetAvailableMods, ModGetter>(rq, "GetAvailableMods");
ScriptFunction::Register<&Mod::GetEnabledMods, ModGetter>(rq, "GetEnabledMods");
ScriptFunction::Register<HasIncompatibleMods> (rq, "HasIncompatibleMods");
ScriptFunction::Register<&Mod::GetIncompatibleMods, ModGetter>(rq, "GetIncompatibleMods");
ScriptFunction::Register<&SetModsAndRestartEngine>(rq, "SetModsAndRestartEngine");
}
}