if not path then
gamedata.errormessage = msg
else
+ core.log("action", "Installed package to " .. path)
+
local conf_path
local name_is_title = false
if result.package.type == "mod" then
- conf_path = path .. DIR_DELIM .. "mod.conf"
+ local actual_type = pkgmgr.get_folder_type(path)
+ if actual_type.type == "modpack" then
+ conf_path = path .. DIR_DELIM .. "modpack.conf"
+ else
+ conf_path = path .. DIR_DELIM .. "mod.conf"
+ end
elseif result.package.type == "game" then
conf_path = path .. DIR_DELIM .. "game.conf"
name_is_title = true
local toadd = {}
retval[#retval + 1] = toadd
- local mod_conf = Settings(prefix .. DIR_DELIM .. "mod.conf"):to_table()
- if mod_conf.name then
- name = mod_conf.name
+ -- Get config file
+ local mod_conf
+ local modpack_conf = io.open(prefix .. DIR_DELIM .. "modpack.conf")
+ if modpack_conf then
+ toadd.is_modpack = true
+ modpack_conf:close()
+
+ mod_conf = Settings(prefix .. DIR_DELIM .. "modpack.conf"):to_table()
+ if mod_conf.name then
+ name = mod_conf.name
+ end
+ else
+ mod_conf = Settings(prefix .. DIR_DELIM .. "mod.conf"):to_table()
+ if mod_conf.name then
+ name = mod_conf.name
+ end
end
+ -- Read from config
toadd.name = name
toadd.author = mod_conf.author
toadd.release = tonumber(mod_conf.release or "0")
toadd.path = prefix
toadd.type = "mod"
- if modpack ~= nil and modpack ~= "" then
+ -- Check modpack.txt
+ -- Note: modpack.conf is already checked above
+ local modpackfile = io.open(prefix .. DIR_DELIM .. "modpack.txt")
+ if modpackfile then
+ modpackfile:close()
+ toadd.is_modpack = true
+ end
+
+ -- Deal with modpack contents
+ if modpack and modpack ~= "" then
toadd.modpack = modpack
- else
- local modpackfile = io.open(prefix .. DIR_DELIM .. "modpack.txt")
- if modpackfile then
- modpackfile:close()
- toadd.type = "modpack"
- toadd.is_modpack = true
- get_mods(prefix, retval, name)
- end
+ elseif toadd.is_modpack then
+ toadd.type = "modpack"
+ toadd.is_modpack = true
+ get_mods(prefix, retval, name)
end
end
end
return { type = "mod", path = path }
end
+ testfile = io.open(path .. DIR_DELIM .. "modpack.conf","r")
+ if testfile ~= nil then
+ testfile:close()
+ return { type = "modpack", path = path }
+ end
+
testfile = io.open(path .. DIR_DELIM .. "modpack.txt","r")
if testfile ~= nil then
testfile:close()
else
local clean_path = nil
if basename ~= nil then
- clean_path = "mp_" .. basename
+ clean_path = basename
end
if not clean_path then
clean_path = get_last_folder(cleanup_path(basefolder.path))
**NOTE: Not implemented yet.**
Mods can be put in a subdirectory, if the parent directory, which otherwise
-should be a mod, contains a file named `modpack.txt`. This file shall be
-empty, except for lines starting with `#`, which are comments.
+should be a mod, contains a file named `modpack.conf`.
+The file is a key-value store of modpack details.
+
+* `name`: The modpack name.
+* `description`: Description of mod to be shown in the Mods tab of the main
+ menu.
Mod directory structure
------------------------
--------
Mods can be put in a subdirectory, if the parent directory, which otherwise
-should be a mod, contains a file named `modpack.txt`. This file shall be
-empty, except for lines starting with `#`, which are comments.
+should be a mod, contains a file named `modpack.conf`.
+The file is a key-value store of modpack details.
+
+* `name`: The modpack name.
+* `description`: Description of mod to be shown in the Mods tab of the main
+ menu.
+
+Note: to support 0.4.x, please also create an empty modpack.txt file.
Mod directory structure
-----------------------
return ECT_MODPACK;
}
+ std::ifstream modpack2_is((spec.path + DIR_DELIM + "modpack.conf").c_str());
+ if (modpack2_is.good()) {
+ modpack2_is.close();
+ return ECT_MODPACK;
+ }
+
std::ifstream init_is((spec.path + DIR_DELIM + "init.lua").c_str());
if (init_is.good()) {
init_is.close();
break;
case ECT_MODPACK:
spec.type = "modpack";
- conf_path = spec.path + DIR_DELIM + "mod.conf";
+ conf_path = spec.path + DIR_DELIM + "modpack.conf";
break;
case ECT_GAME:
spec.type = "game";
// Handle modpacks (defined by containing modpack.txt)
std::ifstream modpack_is((spec.path + DIR_DELIM + "modpack.txt").c_str());
- if (modpack_is.good()) { // a modpack, recursively get the mods in it
- modpack_is.close(); // We don't actually need the file
+ std::ifstream modpack2_is((spec.path + DIR_DELIM + "modpack.conf").c_str());
+ if (modpack_is.good() || modpack2_is.good()) {
+ if (modpack_is.good())
+ modpack_is.close();
+
+ if (modpack2_is.good())
+ modpack2_is.close();
+
spec.is_modpack = true;
spec.modpack_content = getModsInPath(spec.path, true);
- // modpacks have no dependencies; they are defined and
- // tracked separately for each mod in the modpack
} else {
// Attempt to load dependencies from mod.conf