146 lines
3.9 KiB
Lua
146 lines
3.9 KiB
Lua
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-- game :: The main game subsystem. Basically a big object that handle all the
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-- game-related data like characters, monsters, etc. While the core aim to be
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-- reusable at will, the game is specifically made for the current game.
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-- It's also what handle the savedata for games
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local cwd = (...):gsub('%.init$', '') .. "."
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local cwd2 = (...):gsub('%.gamesystem.init$', '') .. "."
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local GameSystem = Object:extend()
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local binser = require(cwd2 .. "libs.binser")
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local DEFAULT_SAVENUMBER = 3
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function GameSystem:new()
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self.currentSlot = -1
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self.submodules = {}
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self.playtime = 0
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self:register()
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end
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function GameSystem:register()
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core:registerGameSystem(self)
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end
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function GameSystem:registerSubmodules(submodule)
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local name = submodule.name
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self.submodules[name] = submodule
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end
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-- UPDATE FUNCTIONS
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-- Update every submodules
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function GameSystem:update(dt)
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self.playtime = self.playtime + dt
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for k, submodule in pairs(self.submodules) do
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submodule:update(dt)
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end
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end
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-- DATA MANAGEMENT FUNCTIONS
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-- Get and set data in the gamesystem object
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function GameSystem:setData(data)
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local data = data
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self.playtime = data.playtime
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for k, submodule in pairs(self.submodules) do
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submodule:setData(data[k])
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end
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end
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function GameSystem:getData()
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local data = {}
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data.playtime = self.playtime
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for k, submodule in pairs(self.submodules) do
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data[k] = submodule:getData()
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end
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return data
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end
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-- SAVE MANAGEMENT FUNCTIONS
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-- Get and set data in the gamesystem object
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function GameSystem:getSaveNumber()
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return DEFAULT_SAVENUMBER
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end
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function GameSystem:resetSave(saveid)
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if love.filesystem.exists("save" .. saveid .. ".save") then
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love.filesystem.remove( "save" .. saveid .. ".save" )
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end
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end
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function GameSystem:resetAllSaves()
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for i=1, self:getSaveNumber() do
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self:resetSave(i)
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end
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end
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function GameSystem:getSavePath(saveid, absolute)
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local saveDir = ""
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if (absolute) then
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saveDir = love.filesystem.getSaveDirectory() .. "/"
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if not love.filesystem.exists(saveDir) then
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love.filesystem.createDirectory( "" )
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end
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end
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local filepath = saveDir .. self:getSaveName(saveid)
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return filepath
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end
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function GameSystem:getSaveName(saveid)
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return "save" .. saveid .. ".save"
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end
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function GameSystem:saveFileExist(saveid)
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return love.filesystem.exists(self:getSaveName(saveid))
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end
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function GameSystem:read(saveid)
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self.currentSlot = saveid or self.currentSlot
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if (self.currentSlot > 0) then
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local savepath = self:getSavePath(self.currentSlot, true)
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if self:saveFileExist(self.currentSlot) then
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local datas = binser.readFile(savepath)
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self:setData(datas[1])
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end
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end
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end
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function GameSystem:write()
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if (self.currentSlot > 0) then
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local data = self:getData()
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savepath = self:getSavePath(self.currentSlot, true)
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binser.writeFile(savepath, data)
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end
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end
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return GameSystem
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