mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-07-26 11:24:38 -04:00
150 lines
4.6 KiB
Go
150 lines
4.6 KiB
Go
package d2systems
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import (
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"os"
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"path"
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"github.com/gravestench/akara"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2components"
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)
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const (
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configDirectoryName = "OpenDiablo2"
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configFileName = "config.json"
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)
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// static check that the game config system implements the system interface
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var _ akara.System = &GameBootstrapSystem{}
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func NewGameBootstrapSystem() *GameBootstrapSystem {
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// we are going to check entities that dont yet have loaded asset types
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thingsToCheck := akara.NewFilter().
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Require(d2components.FilePath).
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Require(d2components.FileType).
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Require(d2components.FileHandle).
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Forbid(d2components.GameConfig).
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Forbid(d2components.StringTable).
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Forbid(d2components.DataDictionary).
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Forbid(d2components.Palette).
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Forbid(d2components.PaletteTransform).
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Forbid(d2components.Cof).
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Forbid(d2components.Dc6).
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Forbid(d2components.Dcc).
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Forbid(d2components.Ds1).
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Forbid(d2components.Dt1).
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Forbid(d2components.Wav).
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Forbid(d2components.AnimData).
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Build()
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// we are interested in actual game config instances, too
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gameConfigs := akara.NewFilter().Require(d2components.GameConfig).Build()
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gcs := &GameBootstrapSystem{
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SubscriberSystem: akara.NewSubscriberSystem(thingsToCheck, gameConfigs),
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maps: struct {
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gameConfigs *d2components.GameConfigMap
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filePaths *d2components.FilePathMap
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fileTypes *d2components.FileTypeMap
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fileHandles *d2components.FileHandleMap
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fileSources *d2components.FileSourceMap
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}{},
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}
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return gcs
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}
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// GameBootstrapSystem is responsible for setting up the regular diablo2 game launch
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type GameBootstrapSystem struct {
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*akara.SubscriberSystem
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filesToCheck *akara.Subscription
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gameConfigs *akara.Subscription
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maps struct {
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gameConfigs *d2components.GameConfigMap
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filePaths *d2components.FilePathMap
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fileTypes *d2components.FileTypeMap
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fileHandles *d2components.FileHandleMap
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fileSources *d2components.FileSourceMap
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}
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}
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func (m *GameBootstrapSystem) Init(world *akara.World) {
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m.World = world
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if world == nil {
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m.SetActive(false)
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return
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}
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for subIdx := range m.Subscriptions {
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m.Subscriptions[subIdx] = m.AddSubscription(m.Subscriptions[subIdx].Filter)
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}
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m.filesToCheck = m.Subscriptions[0]
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m.gameConfigs = m.Subscriptions[1]
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// try to inject the components we require, then cast the returned
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// abstract ComponentMap back to the concrete implementation
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m.maps.filePaths = world.InjectMap(d2components.FilePath).(*d2components.FilePathMap)
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m.maps.fileTypes = world.InjectMap(d2components.FileType).(*d2components.FileTypeMap)
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m.maps.fileHandles = world.InjectMap(d2components.FileHandle).(*d2components.FileHandleMap)
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m.maps.fileSources = world.InjectMap(d2components.FileSource).(*d2components.FileSourceMap)
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m.maps.gameConfigs = world.InjectMap(d2components.GameConfig).(*d2components.GameConfigMap)
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m.bootstrap()
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}
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// bootstrap sets up the config directories and config file for processing by other systems.
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// when the config is loaded, it sets up the mpq files as sources.
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func (m *GameBootstrapSystem) bootstrap() {
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// we make two entities and assign file paths for the two directories that
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// we assume a config file may be inside of. These will be processed in the future by
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// the file type resolver system, and then the file source resolver system. At that point,
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// there will be sources for these two directories that can resolve the config file.
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e1, e2 := m.NewEntity(), m.NewEntity()
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fp1, fp2 := m.maps.filePaths.AddFilePath(e1), m.maps.filePaths.AddFilePath(e2)
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// the od2 directory has the highest priority
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fp1.Path = path.Dir(os.Args[0])
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// the user config directory is second highest
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configDir, err := os.UserConfigDir()
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if err == nil {
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fp2.Path = path.Join(configDir, configDirectoryName)
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} else {
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// we couldn't find the directory
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m.RemoveEntity(e2)
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}
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// now we set up the config file to be loaded. this happens after the directories
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// above are recognized as file sources.
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e3 := m.NewEntity()
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fp3 := m.maps.filePaths.AddFilePath(e3)
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fp3.Path = configFileName
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}
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func (m *GameBootstrapSystem) Process() {
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configs := m.gameConfigs.GetEntities()
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if len(configs) < 1 {
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return
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}
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cfg, found := m.maps.gameConfigs.GetGameConfig(configs[0])
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if !found {
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return
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}
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m.initMpqSources(cfg)
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m.SetActive(false) // bootstrap is complete!
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}
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func (m *GameBootstrapSystem) initMpqSources(cfg *d2components.GameConfigComponent) {
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for _, mpqFileName := range cfg.MpqLoadOrder {
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fullMpqFilePath := path.Join(cfg.MpqPath, mpqFileName)
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// make a new entity for the mpq file source
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mpqSource := m.maps.filePaths.AddFilePath(m.NewEntity())
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mpqSource.Path = fullMpqFilePath
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}
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}
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