Fix the removal of implicit conversions in libfmt 10 by using explicit casts.
[0ad.git] / source / ps / Mod.h
blob97654b3c51bcf34f3eb770e215a0fdfb9ce16a17
1 /* Copyright (C) 2021 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef INCLUDED_MOD
19 #define INCLUDED_MOD
21 #include "ps/CStr.h"
22 #include "scriptinterface/ScriptForward.h"
24 #include <vector>
26 #define g_Mods (Mod::Instance())
28 class Mod
30 friend class TestMod;
31 public:
32 // Singleton-like interface.
33 static Mod& Instance();
35 /**
36 * Parsed mod.json data for C++ usage.
37 * Note that converting to/from JS is lossy.
39 struct ModData
41 // 'Folder name' of the mod, e.g. 'public' for the main 0 A.D. mod.
42 CStr m_Pathname;
43 // "name" property in the mod.json
44 CStr m_Name;
46 CStr m_Version;
47 std::vector<CStr> m_Dependencies;
48 // If true, the mod is assumed to be 'GUI-only', i.e. ignored for MP or replay compatibility checks.
49 bool m_IgnoreInCompatibilityChecks;
51 // For convenience when exporting to JS, keep a record of the full file.
52 CStr m_Text;
55 const std::vector<CStr>& GetEnabledMods() const;
56 const std::vector<CStr>& GetIncompatibleMods() const;
57 const std::vector<ModData>& GetAvailableMods() const;
59 /**
60 * Fetches available mods and stores some metadata about them.
61 * This may open the zipped mod archives, depending on the situation,
62 * and/or try to write files to the user mod folder,
63 * which can be quite slow, so should be run rarely.
64 * TODO: if this did not need the scriptInterface to parse JSON,
65 * we could run it in different contexts and possibly cleaner.
67 void UpdateAvailableMods(const ScriptInterface& scriptInterface);
69 /**
70 * Enables specified mods (& mods required by the engine).
71 * @param addPublic - if true, enable the public mod.
72 * @return whether the mods were enabled successfully. This can fail if e.g. mods are incompatible.
73 * If true, GetEnabledMods() should be non-empty, GetIncompatibleMods() empty. Otherwise, GetIncompatibleMods() is non-empty.
75 bool EnableMods(const std::vector<CStr>& mods, const bool addPublic);
77 /**
78 * Get data for the given mod.
79 * @param the mod path name (e.g. 'public')
80 * @return the mod data or nullptr if unavailable.
81 * TODO: switch to std::optional or something related.
83 const ModData* GetModData(const CStr& mod) const;
85 /**
86 * Get a list of the enabled mod's data (intended for compatibility checks).
87 * "user" mod and "mod" mod are ignored as they are irrelevant for compatibility checks.
89 const std::vector<const Mod::ModData*> GetEnabledModsData() const;
91 /**
92 * @return whether the two lists are compatible for replaying / MP play.
94 static bool AreModsPlayCompatible(const std::vector<const Mod::ModData*>& modsA, const std::vector<const Mod::ModData*>& modsB);
95 private:
97 /**
98 * Checks a list of @a mods and returns the incompatible mods, if any.
100 std::vector<CStr> CheckForIncompatibleMods(const std::vector<CStr>& mods) const;
101 bool CompareVersionStrings(const CStr& required, const CStr& op, const CStr& version) const;
103 std::vector<CStr> m_EnabledMods;
104 // Of the currently loaded mods, these are the incompatible with the engine and cannot be loaded.
105 std::vector<CStr> m_IncompatibleMods;
107 std::vector<ModData> m_AvailableMods;
110 #endif // INCLUDED_MOD