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