fix: add gamesystem as a top-level element
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2 changed files with 103 additions and 1 deletions
102
birb/gamesystem/init.lua
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102
birb/gamesystem/init.lua
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-- GameSystem :: The main GameSystem subsystem. Basically a big object that handle all the
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-- GameSystem-related data like characters, monsters, etc. While the core aim to be
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-- reusable at will, the GameSystem is specifically made for the current GameSystem.
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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 Serializer = require "birb.classes.serializable.serializer"
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local GameSystem = Serializer:extend()
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local VAR_TO_SERIALIZE = {
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"gametime",
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"destroyedGizmo",
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"variables",
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"flags"
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}
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function GameSystem:new()
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self.slot = -1
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self.slotNumber = 3
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self.version = core.conf.gameversion or "N/A"
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self:reset()
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GameSystem.super.new(self, VAR_TO_SERIALIZE)
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end
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function GameSystem:reset()
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self.gametime = 0
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self.flags = {}
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self.destroyedGizmo = {}
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self.variables = {}
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self.mapName = ""
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end
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function GameSystem:reload()
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self:read(self.slot)
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end
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function GameSystem:read(save_id)
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self.slot = save_id
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if (self.slot > 0) then
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self:deserialize(self:getSaveName())
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end
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end
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function GameSystem:deleteCurrentSave()
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if (self.slot > 0) then
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self:delete(self:getSaveName())
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self.metadata:remove(self.slot)
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end
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end
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function GameSystem:write()
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if (self.slot > 0) then
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self:serialize(self:getSaveName())
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end
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end
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function GameSystem:getSaveName(saveslot)
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local saveslot = saveslot or self.slot
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return "save" .. saveslot .. ".save"
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end
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function GameSystem:resetSaves()
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for i=1, self.slotNumber do
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self:delete(self:getSaveName(i))
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end
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end
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function GameSystem:update(dt)
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self.gametime = self.gametime + dt
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end
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function GameSystem:getTime()
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return utils.time.getFields(self.gametime)
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end
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function GameSystem:getTimeString()
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return utils.time.toString(self.gametime)
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end
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function GameSystem:printTime()
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core.debug:print(self:getTimeString())
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end
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return GameSystem
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@ -1,4 +1,4 @@
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local GameSystem = require "birb.modules.gamesystem"
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local GameSystem = require "birb.gamesystem"
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local Game = GameSystem:extend()
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local Game = GameSystem:extend()
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function Game:new()
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function Game:new()
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