Chickensoft.Chicken 0.1.0

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dotnet tool install --global Chickensoft.Chicken --version 0.1.0                
This package contains a .NET tool you can call from the shell/command line.
dotnet new tool-manifest # if you are setting up this repo
dotnet tool install --local Chickensoft.Chicken --version 0.1.0                
This package contains a .NET tool you can call from the shell/command line.
#tool dotnet:?package=Chickensoft.Chicken&version=0.1.0                
nuke :add-package Chickensoft.Chicken --version 0.1.0                

Chicken

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Chickensoft's official command line tool for Godot and C#.

Chicken is a CLI tool to help with C# Godot game development and addon management. It's written in C# for maximum compatibility and provided as a dotnet tool for .NET 6 on Windows, macOS, and Linux.

Installation

Chicken uses the local git installation available from the shell, so make sure you've installed git and configured your local shell environment to your liking.

Use the dotnet CLI to install Chicken as a global tool:

$ dotnet tool install -g Chickensoft.Chicken

Run Chicken:

$ chicken --help

You can get help for any command by passing the --help flag after a command sequence:

$ chicken addon install --help

Code Reuse with Godot

At present, Godot provides two main methods of reuse for C# projects: nuget packages and addons.

Nuget packages allow C# code to be bundled into a library which can be used across multiple projects.

Addons allow scenes and scripts to be reused in multiple projects. If you need to make anything other than a code file reusable across Godot projects, you have to use Godot addons.

If you're just sharing C# code between projects, use a nuget package. If you need to share scenes, resources, or scene scripts, use an addon. That's the general rule, anyways.

Typically, Godot addons are installed through the editor or downloaded manually. With Godot, the convention is to place each addon in its own folder inside a project's top level addons folder.

Using Chicken

Create an addons.json file in the project directory (be sure to remove the comments if copying the file below):

{
  "path": "addons", // optional — this is the default
  "cache": ".addons", // optional — this is the default
  "addons": {
    "godot_dialogue_manager": {
      "url": "https://github.com/nathanhoad/godot_dialogue_manager",
      "source": "remote", // optional — this is the default
      "checkout": "main", // optional — this is the default
      "subfolder": "addons/dialogue_manager" // optional — defaults to "/"
    },
    "my_local_addon_repo": {
      "url": "../my_addons/my_local_addon_repo",
      "source": "local"
    },
    "my_symlinked_addon": {
      "url": "/drive/path/to/addon",
      "source": "symlink"
    }
  }
}

Each key in the addons dictionary above will be the directory name of the installed addon inside the project addons path.

Install addons:

$ chicken addon install

Chicken can install addons from local and remote git repositories (provided you have setup git in your shell environment), as well as create symlinks to addons.

Chicken caches local and remote git repositories in the cache folder, configured above with the cache property in the addons.json file (the default is .addons/. You can safely delete this folder at any time and Chicken will recreate it next time it installs addons. Deleting the cache forces Chicken to re-download or copy everything on the next install.

IMPORTANT: Add the cache folder to your .gitignore file!

Chicken will install addons into the directory specified by the path key in the addons.json file (which defaults to just addons/.

IMPORTANT: If you're using Chicken to install of your addons, you can safely add your addons folder to your .gitignore file.

Just run chicken addon install after cloning your project or whenever your addons.json file changes!

Remote Git Repositories

Chicken can install addons from remote git repositories. Below is the addon specification for an addon from a remote git repository. The url can be any valid git remote url.

{
  "addons": {
    "my_remote_addon": {
      "url": "git@github.com:user/repo.git"
    }
  }
}

By default, Chicken assumes the addon source is remote, the checkout reference is main, and the subfolder to install is the root / of the repository. If you need to customize any of those fields, you can override the default values:

{
  "addons": {
    "my_remote_addon": {
      "url": "git@github.com:user/repo.git",
      "source": "remote",
      "checkout": "master",
      "subfolder": "some/folder/inside/the/repo",
    }
  }
}

Local Git Repositories

Chicken can install addons from local git repositories in exactly the same way. Simply provide an absolute or relative path for the url and specify the source as local:

{
  "addons": {
    "my_remote_addon": {
      "url": "/Users/myself/Desktop/folder",
      "source": "local"
    }
  }
}

Just as with remote git repositories, you can override the checkout and subfolder properties, as well:

{
  "addons": {
    "my_remote_addon": {
      "url": "/Users/myself/Desktop/folder",
      "source": "local",
      "checkout": "master",
      "subfolder": "some/subfolder"
    }
  }
}

Finally, Chicken can "install" addons using symlinks. Addons installed with symlinks do not need to point to git repositories — instead, Chicken will create a folder which "points" to another folder on your file system using symbolic linking.

  "addons": {
    "my_symlink_addon": {
      "url": "/Users/myself/Desktop/folder",
      "source": "symlink"
    },
    "my_second_symlink_addon": {
      "url": "../../some/other/folder",
      "source": "symlink",
      "subfolder": "some_subfolder"
    }
  }

Note: The checkout reference is ignored when using symlinks.

Whenever a symlinked addon is modified, the changes will immediately appear in the project, unlike addons included with git repositories. Additionally, if you change the addon from your game project, it updates the addon source where the symbolic link is pointing.

Using symlinks is a great way to include addons that are still in development across one or more projects.

Addons With Dependencies

An addon can itself contain an addons.json file. When it is installed, Chicken will also put it in a queue and download any addons it needs. If Chicken detects a potential conflict, it will balk and you will end up with an incomplete addons folder.

Chicken uses a flat dependency graph that is reminiscent of tools like bower.

Chicken tries to be extremely forgiving and helpful, especially if you try to include the same addon in incompatible configurations (the same addon included under two different names, two different branches of the same repository, etc). Chicken will display warnings and errors as clearly as possible to help you resolve any potential conflicting scenarios that may arise.

History

Chicken was created to make using addons in Godot easier. If you're curious about why Chicken was created, read on!

Managing addons in Godot projects has historically been somewhat problematic:

  • If you copy and paste an addon into multiple projects, and then modify the addon in one of the projects, the other projects won't get any updates you've made. Duplicated code across projects leads to code getting out of sync, developer frustration, and forgetting which one is most up-to-date.

  • If you want to share addons between projects, you might be tempted to use git submodules. Unfortunately, git submodules can be very finnicky when switching branches, and you have to be mindful of which commit you've checked out. If you're careful, they can work out pretty well — but they are a bit fragile and limited in what they can do.

By using a file to require addons, like other dependency systems, Chicken allows addons to be resolved more declaratively and conveniently. Additionally, it's easy to see which addons have changed over time and across different branches.

Chicken provides mechanisms to install addons from remote git sources (remote and local), as well as create symlinks to local addons for ease of development on macOS, Windows, and Linux.

Contribution

If you want to contribute, please check out CONTRIBUTING.md!

Product Compatible and additional computed target framework versions.
.NET net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

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Version Downloads Last updated
1.2.0 498 12/4/2022 1.2.0 is deprecated because it is no longer maintained.
1.1.0 357 11/23/2022
1.0.0 390 9/9/2022
0.1.0 428 9/7/2022

Chicken release.