sonic-radiance/sonic-radiance.love/game/init.lua

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-- 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.
--[[
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.
]]
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local Serializer = require "birb.classes.serializable.serializer"
local Game = Serializer:extend()
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local Characters = require "game.characters"
local Ennemies = require "game.ennemies"
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local Loot = require "game.loot"
local CBSCore = require "game.battle"
local Difficulty = require "game.difficulty"
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local Metadata = require "game.metadata"
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local startdata = require "datas.gamedata.startdata"
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Game.utils = require "game.utils"
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Game.gui = require "game.modules.gui"
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local VAR_TO_SERIALIZE = {
"gametime",
"destroyedGizmo",
"variables",
"flags",
"position",
"actions",
"characters",
"loot",
"difficulty"
}
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function Game:new()
self.slot = -1
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self.slotNumber = 3
self.version = core.conf.gameversion or "N/A"
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self:reset()
self.metadata = Metadata(self)
Game.super.new(self, VAR_TO_SERIALIZE)
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end
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function Game:initPosition()
self.position = {}
self.position.x = startdata.position.x
self.position.y = startdata.position.y
self.position.area = startdata.position.area
end
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function Game:getMetadataFile(absolute)
local dir = ""
if absolute then
dir = love.filesystem.getSaveDirectory() .. "/"
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if not utils.filesystem.exists(dir) then
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love.filesystem.createDirectory( "" )
end
end
local filepath = dir .. "metadata.save"
return filepath
end
function Game:getMetadata()
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return self.metadata:get()
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end
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function Game:reset()
self.gametime = 0
self.characters = Characters(self)
self.ennemies = Ennemies(self)
self.loot = Loot(self)
self.cbs = CBSCore(self)
self.difficulty = Difficulty(self)
self:initPosition()
self.flags = {}
self.destroyedGizmo = {}
self.variables = {}
self.completion = 0
self.mapName = ""
self.actions = startdata.actions
end
function Game:reload()
self:read(self.slot)
end
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function Game:read(save_id)
self.slot = save_id
if (self.slot > 0) then
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self:deserialize(self:getSaveName())
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end
end
function Game:deleteCurrentSave()
if (self.slot > 0) then
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self:delete(self:getSaveName())
self.metadata:remove(self.slot)
end
end
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function Game:write()
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if (self.slot > 0) then
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self:serialize(self:getSaveName())
self.metadata:update()
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end
end
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function Game:getSaveName(saveslot)
local saveslot = saveslot or self.slot
return "save" .. saveslot .. ".save"
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end
function Game: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
end
function Game:update(dt)
self.gametime = self.gametime + dt
end
function Game:getTime()
return utils.time.getFields(self.gametime)
end
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function Game:getTimeString()
return utils.time.toString(self.gametime)
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end
function Game:printTime()
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core.debug:print(self:getTimeString())
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end
return Game