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Add RequireDependency Command #70

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LozenChen
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this command checks if the dependency is loaded. If not, the game will goto the mod options menu

@LozenChen
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it may happen that SPACE or Comma appears in mod name, so maybe we need to use some escape characters

@psyGamer
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String arguments in commands was implemented a bit hacky by me. Properly parsing the string by maybe requiring "" around it could make sense.
Afaik no TAS should really depend on setting a string, so a breaking change should be fine.

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Hmm yeah I kinda like this idea. But I think it should simply abort the TAS like Assert does. But it would be really cool to have an "Install Dependencies" like screen pop-up where you have the option to automatically install/enable the required mods.
Additionally, this PR needs to be retargetet to the latest master. Note that I would recommend waiting a bit with doing since I'm still planning on refactoring some things related to commands. Will comment once I think it should be stable enough.

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psyGamer commented Dec 27, 2024

Well.. I suppose I may have forgotten about this..
If you still want to work on this feature, the codebase should be stable enough to target master

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