#include "mods/modmanager.h" #include "core/filesystem/filesystem.h" #include "squirrel/squirrel.h" #include const std::string MOD_SCRIPTS_RSON_SUFFIX = "scripts/vscripts/scripts.rson"; const char* VPK_SCRIPTS_RSON_PATH = "scripts\\vscripts\\scripts.rson"; void ModManager::BuildScriptsRson() { spdlog::info("Building custom scripts.rson"); fs::path MOD_SCRIPTS_RSON_PATH = fs::path(GetCompiledAssetsPath() / MOD_SCRIPTS_RSON_SUFFIX); fs::remove(MOD_SCRIPTS_RSON_PATH); std::string scriptsRson = ReadVPKOriginalFile(VPK_SCRIPTS_RSON_PATH); scriptsRson += "\n\n// START MODDED SCRIPT CONTENT\n\n"; // newline before we start custom stuff for (Mod& mod : m_LoadedMods) { if (!mod.m_bEnabled) continue; // this isn't needed at all, just nice to have imo scriptsRson += "// MOD: "; scriptsRson += mod.Name; scriptsRson += ":\n\n"; for (ModScript& script : mod.Scripts) { /* should create something with this format for each script When: "CONTEXT" Scripts: [ _coolscript.gnut ]*/ scriptsRson += "When: \""; scriptsRson += script.RunOn; scriptsRson += "\"\n"; scriptsRson += "Scripts:\n[\n\t"; scriptsRson += script.Path; scriptsRson += "\n]\n\n"; } } fs::create_directories(MOD_SCRIPTS_RSON_PATH.parent_path()); std::ofstream writeStream(MOD_SCRIPTS_RSON_PATH, std::ios::binary); writeStream << scriptsRson; writeStream.close(); ModOverrideFile overrideFile; overrideFile.m_pOwningMod = nullptr; overrideFile.m_Path = VPK_SCRIPTS_RSON_PATH; if (m_ModFiles.find(VPK_SCRIPTS_RSON_PATH) == m_ModFiles.end()) m_ModFiles.insert(std::make_pair(VPK_SCRIPTS_RSON_PATH, overrideFile)); else m_ModFiles[VPK_SCRIPTS_RSON_PATH] = overrideFile; // todo: for preventing dupe scripts in scripts.rson, we could actually parse when conditions with the squirrel vm, just need a way to // get a result out of squirrelmanager.ExecuteCode this would probably be the best way to do this, imo }