@tool @icon("res://addons/func_godot/icons/icon_godot_ranger.svg") ## Defines a game in TrenchBroom to express a set of entity definitions and editor behaviors. class_name TrenchBroomGameConfig extends Resource ## Button to export / update this game's configuration and FGD file in the TrenchBroom Games Path. @export var export_file: bool: get: return export_file set(new_export_file): if new_export_file != export_file: if Engine.is_editor_hint(): do_export_file() ## Name of the game in TrenchBroom's game list. @export var game_name : String = "FuncGodot" ## Icon for TrenchBroom's game list. @export var icon : Texture2D = preload("res://addons/func_godot/icon32.png") ## Available map formats when creating a new map in TrenchBroom. The order of elements in the array is the order TrenchBroom will list the available formats. The `initialmap` key value is optional. @export var map_formats: Array[Dictionary] = [ { "format": "Valve", "initialmap": "initial_valve.map" }, { "format": "Standard", "initialmap": "initial_standard.map" }, { "format": "Quake2", "initialmap": "initial_quake2.map" }, { "format": "Quake3" } ] ## Textures matching these patterns will be hidden from TrenchBroom. @export var texture_exclusion_patterns: Array[String] = ["*_albedo", "*_ao", "*_emission", "*_height", "*_metallic", "*_normal", "*_orm", "*_roughness", "*_sss"] ## FGD resource to include with this game. If using multiple FGD resources, this should be the master FGD that contains them in the `base_fgd_files` resource array. @export var fgd_file : FuncGodotFGDFile = preload("res://addons/func_godot/fgd/func_godot_fgd.tres") ## Scale expression that modifies the default display scale of entities in TrenchBroom. See the [**TrenchBroom Documentation**](https://trenchbroom.github.io/manual/latest/#game_configuration_files_entities) for more information. @export var entity_scale: String = "32" ## Scale of textures on new brushes. @export var default_uv_scale : Vector2 = Vector2(1, 1) ## Arrays containing the TrenchBroomTag resource type. @export_category("Editor Hint Tags") ## TrenchBroomTag resources that apply to brush entities. @export var brush_tags : Array[Resource] = [] ## TrenchBroomTag resources that apply to brush faces. @export var brushface_tags : Array[Resource] = [ preload("res://addons/func_godot/game_config/trenchbroom/tb_face_tag_clip.tres"), preload("res://addons/func_godot/game_config/trenchbroom/tb_face_tag_skip.tres") ] ## Matches tag key enum to the String name used in .cfg static func get_match_key(tag_match_type: int) -> String: match tag_match_type: TrenchBroomTag.TagMatchType.TEXTURE: return "texture" TrenchBroomTag.TagMatchType.CLASSNAME: return "classname" _: push_error("Tag match type %s is not valid" % [tag_match_type]) return "ERROR" ## Generates completed text for a .cfg file. func build_class_text() -> String: var map_formats_str : String = "" for map_format in map_formats: map_formats_str += "{ \"format\": \"" + map_format.format + "\"" if map_format.has("initialmap"): map_formats_str += ", \"initialmap\": \"" + map_format.initialmap + "\"" if map_format != map_formats[-1]: map_formats_str += " },\n\t\t" else: map_formats_str += " }" var texture_exclusion_patterns_str := "" for tex_pattern in texture_exclusion_patterns: texture_exclusion_patterns_str += "\"" + tex_pattern + "\"" if tex_pattern != texture_exclusion_patterns[-1]: texture_exclusion_patterns_str += ", " var fgd_filename_str : String = "\"" + fgd_file.fgd_name + ".fgd\"" var brush_tags_str = parse_tags(brush_tags) var brushface_tags_str = parse_tags(brushface_tags) var uv_scale_str = parse_default_uv_scale(default_uv_scale) var config_text : String = """{ "version": 8, "name": "%s", "icon": "icon.png", "fileformats": [ %s ], "filesystem": { "searchpath": ".", "packageformat": { "extension": ".zip", "format": "zip" } }, "textures": { "root": "textures", "extensions": [".bmp", ".exr", ".hdr", ".jpeg", ".jpg", ".png", ".tga", ".webp"], "excludes": [ %s ] }, "entities": { "definitions": [ %s ], "defaultcolor": "0.6 0.6 0.6 1.0", "scale": %s }, "tags": { "brush": [ %s ], "brushface": [ %s ] }, "faceattribs": { "defaults": { %s }, "contentflags": [], "surfaceflags": [] } } """ return config_text % [ game_name, map_formats_str, texture_exclusion_patterns_str, fgd_filename_str, entity_scale, brush_tags_str, brushface_tags_str, uv_scale_str ] ## Converts brush, FuncGodotFace, and attribute tags into a .cfg-usable String. func parse_tags(tags: Array) -> String: var tags_str := "" for brush_tag in tags: if brush_tag.tag_match_type >= TrenchBroomTag.TagMatchType.size(): continue tags_str += "{\n" tags_str += "\t\t\t\t\"name\": \"%s\",\n" % brush_tag.tag_name var attribs_str := "" for brush_tag_attrib in brush_tag.tag_attributes: attribs_str += "\"%s\"" % brush_tag_attrib if brush_tag_attrib != brush_tag.tag_attributes[-1]: attribs_str += ", " tags_str += "\t\t\t\t\"attribs\": [ %s ],\n" % attribs_str tags_str += "\t\t\t\t\"match\": \"%s\",\n" % get_match_key(brush_tag.tag_match_type) tags_str += "\t\t\t\t\"pattern\": \"%s\"" % brush_tag.tag_pattern if brush_tag.texture_name != "": tags_str += ",\n" tags_str += "\t\t\t\t\"texture\": \"%s\"" % brush_tag.texture_name tags_str += "\n" tags_str += "\t\t\t}" if brush_tag != tags[-1]: tags_str += "," return tags_str ## Converts array of flags to .cfg String. func parse_flags(flags: Array) -> String: var flags_str := "" for attrib_flag in flags: flags_str += "{\n" flags_str += "\t\t\t\t\"name\": \"%s\",\n" % attrib_flag.attrib_name flags_str += "\t\t\t\t\"description\": \"%s\"\n" % attrib_flag.attrib_description flags_str += "\t\t\t}" if attrib_flag != flags[-1]: flags_str += "," return flags_str ## Converts default uv scale vector to .cfg String. func parse_default_uv_scale(texture_scale : Vector2) -> String: var entry_str = "\"scale\": [{x}, {y}]" return entry_str.format({ "x": texture_scale.x, "y": texture_scale.y }) ## Exports or updates a folder in the /games directory, with an icon, .cfg, and all accompanying FGDs. func do_export_file() -> void: var config_folder: String = FuncGodotLocalConfig.get_setting(FuncGodotLocalConfig.PROPERTY.TRENCHBROOM_GAME_CONFIG_FOLDER) as String if config_folder.is_empty(): printerr("Skipping export: No TrenchBroom Game folder") return # Make sure FGD file is set if !fgd_file: printerr("Skipping export: No FGD file") return var config_dir := DirAccess.open(config_folder) # Create config folder in case it does not exist if config_dir == null: print("Couldn't open directory, creating...") var err := DirAccess.make_dir_recursive_absolute(config_folder) if err != OK: printerr("Skipping export: Failed to create directory") return # Icon var icon_path : String = config_folder + "/icon.png" print("Exporting icon to ", icon_path) var export_icon : Image = icon.get_image() export_icon.resize(32, 32, Image.INTERPOLATE_LANCZOS) export_icon.save_png(icon_path) # .cfg var target_file_path: String = config_folder + "/GameConfig.cfg" print("Exporting TrenchBroom Game Config to ", target_file_path) var file = FileAccess.open(target_file_path, FileAccess.WRITE) file.store_string(build_class_text()) file.close() # FGD var export_fgd : FuncGodotFGDFile = fgd_file.duplicate() export_fgd.do_export_file(FuncGodotFGDFile.FuncGodotTargetMapEditors.TRENCHBROOM, config_folder) print("TrenchBroom Game Config export complete\n")