CI / build-test (push) Failing after 1m8s
Mods are folders with About/About.json metadata; ModLoader resolves a
deterministic load order (dependencies first, ties alphabetical) and
later mods override earlier ones everywhere.
DefDatabase loads JSON def files ({ "type", "defs": [...] }) into
game-registered Def subclasses, with parent inheritance (own fields on
top of the parent's, nested values replaced whole), abstract parents
and full replacement of same-named defs by later mods.
LanguageManager loads Languages/<code>/*.json flat key-string maps,
switches language at runtime and falls back current -> default -> key.
ModContentTree merges one content folder across mods by relative path;
AtlasBuilder gains an explicit-sources Build overload so a merged
texture tree can be packed incrementally at game start.
The LittleSim game now ships its entire content as the Core mod,
demonstrating the module end to end.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
66 lines
2.8 KiB
C#
66 lines
2.8 KiB
C#
namespace MrGameEng.Mods;
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/// <summary>A file contributed by a mod, addressed by its content-relative path.</summary>
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/// <param name="RelativePath">Path relative to the content folder, forward slashes.</param>
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/// <param name="FullPath">Absolute path of the winning file on disk.</param>
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/// <param name="Mod">The mod that contributed the file.</param>
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public readonly record struct ModFile(string RelativePath, string FullPath, Mod Mod);
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/// <summary>
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/// Merged view of one content folder (e.g. <c>Textures</c>) across the active mods in load
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/// order: a later mod shipping a file under the same relative path overrides the earlier
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/// one. Paths use forward slashes and match case-insensitively (Windows-friendly content).
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/// </summary>
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public sealed class ModContentTree
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{
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private readonly Dictionary<string, ModFile> _files;
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private ModContentTree(Dictionary<string, ModFile> files, IReadOnlyList<ModFile> ordered)
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{
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_files = files;
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Files = ordered;
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}
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/// <summary>Winning files, sorted by relative path — deterministic for identical mod sets.</summary>
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public IReadOnlyList<ModFile> Files { get; }
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/// <summary>Returns the winning file for <paramref name="relativePath"/>.</summary>
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public bool TryGet(string relativePath, out ModFile file) =>
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_files.TryGetValue(Normalize(relativePath), out file);
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/// <summary>
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/// Builds the merged tree of <paramref name="contentFolder"/> over <paramref name="mods"/>
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/// (in load order). With <paramref name="extensions"/> only matching files are included
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/// (e.g. <c>".png"</c>); without them, every file.
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/// </summary>
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public static ModContentTree Build(IReadOnlyList<Mod> mods, string contentFolder, params string[] extensions)
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{
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var files = new Dictionary<string, ModFile>(StringComparer.OrdinalIgnoreCase);
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foreach (var mod in mods)
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{
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var root = mod.ContentPath(contentFolder);
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if (!Directory.Exists(root))
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{
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continue;
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}
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foreach (var fullPath in Directory.EnumerateFiles(root, "*", SearchOption.AllDirectories))
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{
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if (extensions.Length > 0 &&
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!extensions.Contains(Path.GetExtension(fullPath), StringComparer.OrdinalIgnoreCase))
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{
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continue;
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}
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var relative = Normalize(Path.GetRelativePath(root, fullPath));
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files[relative] = new ModFile(relative, fullPath, mod); // поздний мод побеждает
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}
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}
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var ordered = files.Values.OrderBy(f => f.RelativePath, StringComparer.Ordinal).ToList();
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return new ModContentTree(files, ordered);
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}
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private static string Normalize(string path) => path.Replace('\\', '/');
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}
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