Major clean up and reorganization

- Upgraded to Godot 4
- Just remembered the basic principles are based on a tile editor, and dramatically simplified from there. Derp.
- New state machine and license display add-ons.
- Re-licensed under the GPL because Micropolis' assets aren't under a separate one.
This commit is contained in:
Tony Bark 2023-03-14 06:17:27 -04:00
parent 55ed76c914
commit c980445340
337 changed files with 5129 additions and 7661 deletions

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class_name License
extends Resource
## Holds AUTO GENERATED License information
## SPDX-License-Identifier or similar to it. CASE SENSITIVE[br]
## Like "CC0-1.0"[br]
## See [url=https://spdx.org/licenses/]SPDX Identifier List[/url]
var identifier: String = ""
## The License's Name. [br]
## Like "CC0 1.0 Universal"
var name: String = ""
## License Terms; The text of a license file
var terms: String = ""
## Returns a string containing this license's information, formatted to [url=https://spdx.dev/resources/use/]SPDX Standards[/url]
func to_formatted_string() -> String:
return "License: {identifier}\n{terms}".format({
'identifier': identifier,
'terms': _add_line_padding(terms)
})
# wouldn't recomend using this, unless you know what your doing
# but if you do, this loads and parses all licenses (.txt files) in a directory,
# plus Godot's built-in Licenses
static func _load_licenses_in(dir: String):
var dict = {}
# get game licenses
var names = DirAccess.get_files_at(dir)
if names.size() == 0:
print_verbose("\nSimple License: No License files found in dir\n", dir, "\nif you have no license files there, then this can be ignored\n")
for _name in names:
var ext = _name.rsplit('.', false, 1)
if ext.size() == 0 or ext[-1] != 'txt':
continue
var l = new()
l.identifier = _name.split('.', false, 1)[0]
l.name = l.identifier
l.terms = FileAccess.open(dir.path_join(_name), FileAccess.READ).get_as_text()
dict[l.identifier] = l
# get licenses built into the Godot Engine
var tmp = Engine.get_license_info()
for id in tmp:
if dict.has(id):
continue
var l = new()
l.identifier = id
l.terms = tmp[id]
dict[id] = l
return dict
# this is for formatting individual lines accoring to SPDX standards
static func _add_line_padding(combined_lines: String, padding: String = " ") -> String:
if combined_lines.is_empty():
return combined_lines
var lines = combined_lines.split("\n")
var s = ""
for i in len(lines):
if lines[i].is_empty() or lines[i] == "\n":
if i+1 < len(lines):
s += padding + "." + "\n"
else:
s += '\n'
else:
s += padding + lines[i] + "\n"
s = s.strip_edges(false)
s += '\n'
return s

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class_name LicenseLink
extends Resource
## Files that are under this license [br]
## [color=red]WARNING[/color] DO NOT put in any file that Godot Cannot load, via Resource.load() [br]
## or it will prevent the game from launching. files like .txt .csg etc
@export var link_files: Array[Resource]
## Directories that are under this license [br]
## The given file's Parent Directory will be tracked [br]
## [color=red]WARNING[/color] DO NOT put in any file that Godot Cannot load, via Resource.load() [br]
## or it will prevent the game from launching. files like .txt .csg etc
@export var link_dirs: Array[Resource]
## Files that are under this license [br]
## Note: These paths are [b]NOT[/b] automatically tracked, [br]
## you will have to, manually keep these paths up to date
@export var link_paths: Array
## Example: Godot_Icon, Custom Font Name, Your Games Name, etc
@export var componet_name: String = ""
## Gets included in [method to_formatted_string] right after [member componet_name] [br]
## as part of the "Comment:" Section of the SPDX format
@export var extra: String = ""
## SPDX-License-Identifier or similar to it. CASE SENSITIVE[br]
## Like "CC0-1.0" or more complex entries like [br]
## "CC0-1.0 or MIT" [br]
## "CC0-1.0 and MIT" [br]
## See [url=https://spdx.org/licenses/]SPDX Identifier List[/url]
@export var license_identifier: String = "" : set = _set_identifier
## who and when was the copyright was created [br]
## example [br]
## 2022, John Doe [br]
## (next entry) [br]
## 2022-2023, Jim Stirling, Corp xyz [br]
@export var copyright: Array[String]
var license: License
## Unlike [member license_identifier] this contains [b]ONLY[/b] the identifiers [br]
var license_identifiers: Array[String]
## Either "Godot Engine" or "Game" [br]
## This value is AUTO GENERATED [br]
## [b]DON'T SET THIS VALUE MANUALLY[/b], IT CAN BREAK THINGS
var component_of: String = ""
func _init() -> void:
_set_identifier(license_identifier)
func _set_identifier(v: String):
license_identifier = v
var tmp = v.replace(' and ', '!break!').replace(' or ', '!break!').split('!break!', false)
for x in tmp:
license_identifiers.append(x)
func _to_string() -> String:
return self.to_formatted_string()
## Returns a string containing this link's information, formatted to [url=https://spdx.dev/resources/use/]SPDX Standards[/url]
func to_formatted_string(hide_files: bool = false):
var _files = ""
if not hide_files:
for x in link_files:
_files += x.resource_path.replace("res://", " ./").strip_edges() + "\n"
for x in link_dirs:
_files += (
x.resource_path.replace("res://", " ./").rsplit("/", false, 1)[0].strip_edges()
+ "/*\n"
)
for x in link_paths:
_files += x.replace("res://", " ./").strip_edges() + "\n"
_files = _files.strip_edges()
var _comment = ""
if not componet_name.is_empty():
_comment += componet_name
if not extra.is_empty():
_comment += "\n"
if not extra.is_empty():
_comment += extra
return "Files:{files}\nComment:{comment}\nCopyright:{copyright}\nLicense:{identifier}\n".format(
{
"files": _add_line_padding(_files, " "),
"comment": _add_line_padding(_comment, " "),
"copyright": _add_line_padding("\n".join(copyright), " "),
"identifier": _add_line_padding(license_identifier, " "),
}
)
# wouldn't recomend using this, unless you know what your doing
# but if you do, this loads and parses all links (LicenseLink Resource files) in a directory,
# plus Godot's built-in Licenses
#
# exclude engine: excludes loading Godot's built-in license information
# this is for mods, in which the main game will have already shown the Godot Engine's Licensing
static func _load_links_in(dir: String, exclude_engine: bool = false):
var dict = {
'array': [],
'by_identifier': {},
'by_parent': {},
}
if not DirAccess.dir_exists_absolute(dir):
printerr('Simple License: LicenseLinks directory is missing! ', dir)
return dict
# get Game license links
var names = DirAccess.get_files_at(dir)
if len(names) == 0:
print_verbose("\nSimple License: No LicenseLinks found in dir\n", dir, "\nif you have no LicenseLinks there, then this can be ignored\n")
for name in names:
name = name.replace('.remap', '')
var path = dir.path_join(name)
var res = ResourceLoader.load(path)
if res is Resource and res.get("copyright") != null:
if res.component_of.is_empty():
res.component_of = "Game"
dict.array.append(res)
dict.by_identifier[res.license_identifier] = res
if not dict.by_parent.has(res.component_of):
dict.by_parent[res.component_of] = {}
dict.by_parent[res.component_of][res.license_identifier] = res
# Get Engine license links
if not exclude_engine:
for a in Engine.get_copyright_info():
var l = new()
l.componet_name = a.name
l.component_of = "Godot Engine"
l.link_paths = a.parts[0].files
l.license_identifier = a.parts[0].license
l.copyright.append_array(a.parts[0].copyright)
dict.array.append(l)
dict.by_identifier[l.license_identifier] = l
if not dict.by_parent.has(l.component_of):
dict.by_parent[l.component_of] = {}
if not dict.by_parent[l.component_of].has(l.license_identifier):
dict.by_parent[l.component_of][l.license_identifier] = l
return dict
# this is for formatting individual lines accoring to SPDX standards
static func _add_line_padding(combined_lines: String, padding: String) -> String:
if combined_lines.is_empty():
return combined_lines
var lines = combined_lines.split("\n")
var s = ""
for i in len(lines):
if lines[i].is_empty() or lines[i] == "\n":
if i+1 < len(lines):
s += padding + "." + "\n"
else:
s += '\n'
else:
s += padding + lines[i] + "\n"
s = s.strip_edges(false)
return s

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class_name LicenseManager
extends Node
## loads license information from this directory and the sub-directory "license_links"
@export var load_dir: String = "res://licenses"
## export license information to this directory and the sub-directory "licenses"
@export var export_dir: String = "user://"
## This disables loading Godot's built-in license information [br]
## this is for mods, in which the main game will have already shown the Godot's built-in Licensing
@export var exclude_engine: bool = false
## contains all loaded [License]s [br]
## key = identifier [br]
## value = [License]
var licenses := {}
## contains all loaded [LicenseLink]s [br]
## with searching in mind [br]
## "array" [] [br]
## "by_identifier" {} license identifier [br]
## "by_parent" {} parent component name [br]
var license_links := {
'array': [],
'by_identifier': {},
'by_parent': {},
}
## Loads license information from [member load_dir] [br]
func load_license_information():
licenses.clear()
license_links.array.clear()
license_links.by_identifier.clear()
license_links.by_parent.clear()
if not DirAccess.dir_exists_absolute(load_dir):
printerr("Failed to find license directory ", load_dir)
return
licenses = License._load_licenses_in(load_dir)
if licenses.has('Expat') and not licenses.has('MIT'):
var l = licenses['Expat'].duplicate() as License
l.identifier = 'MIT'
licenses['MIT'] = l
license_links = LicenseLink._load_links_in(load_dir.path_join('license_links'), exclude_engine)
## Returns a single string "file", that is formatted in the SPDX Standard [br]
## that contains all licensing information, contained in this instance, [br]
## if only_links, then the returned data will omit the licensing term files
func get_combined_copyright(only_links: bool = false) -> String:
var lines = ""
var used_licenses = {}
# Links
for link in license_links.array:
if link is LicenseLink:
lines += link.to_formatted_string(link.component_of == 'Godot Engine')
lines += '\n'
used_licenses.merge(get_all_valid_licenses(link))
lines += '\n\n'
if only_links:
return lines
# License Terms
var values = used_licenses.values()
for i in len(values):
if i+1 < len(values):
lines += values[i].to_formatted_string() + '\n'
else:
lines += values[i].to_formatted_string()
return lines
## Returns all licenses that are "valid"/exist [br]
## Sometimes license files are missing, or Identifiers are incorrectly spelled, this helps with that.
func get_all_valid_licenses(link: LicenseLink) -> Dictionary:
var d = {}
for x in link.license_identifiers:
if licenses.has(x):
d[x] = licenses[x]
return d
## export all license information to [member export_dir] and the sub-directory "licenses"
func export(directory: String = ""):
if directory.is_empty():
directory = export_dir
var licenses_path = directory.path_join('licenses')
if not DirAccess.dir_exists_absolute(licenses_path):
DirAccess.make_dir_recursive_absolute(licenses_path)
# Export the combined license file
var f = FileAccess.open(directory.path_join('COPYRIGHT.txt'), FileAccess.WRITE)
if f is FileAccess:
f.store_string(self.get_combined_copyright())
# Export the slim license file
f = FileAccess.open(directory.path_join('COPYRIGHT_SLIM.txt'), FileAccess.WRITE)
if f is FileAccess:
f.store_string(self.get_combined_copyright(true))
# Export the individual license files
var used = {}
for i in license_links.array.size():
var license = license_links.array[i] as LicenseLink
var ids = self.get_all_valid_licenses(license)
used.merge(ids)
for id in ids:
var license_path = licenses_path.path_join(id)+'.txt'
f = FileAccess.open(license_path, FileAccess.WRITE)
f.store_string(licenses[id].to_formatted_string())