sonic-radiance/sonic-radiance.love/game/init.lua
2021-04-18 19:09:01 +02:00

244 lines
6.5 KiB
Lua

-- 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.
]]
local Game = Object:extend()
local Characters = require "game.characters"
local Ennemies = require "game.ennemies"
local Skills = require "game.skills"
local Loot = require "game.loot"
local CBSCore = require "game.battle"
local Difficulty = require "game.difficulty"
local binser = require "core.modules.gamesystem.libs.binser"
local startdata = require "datas.gamedata.startdata"
Game.utils = require "game.modules.utils"
Game.gui = require "game.modules.gui"
function Game:new()
self.slot = -1
self.slotNumber = 3
self.version = "0.0.0"
self:resetData()
end
function Game:initPosition()
self.position = {}
self.position.x = startdata.position.x
self.position.y = startdata.position.y
self.position.area = startdata.position.area
end
function Game:setData(data)
local data = data
self.gametime = data.gametime
self.destroyedGizmo = data.destroyedGizmo
self.variables = data.variables
self.flags = data.flags
self.position = data.position
self.actions = data.actions
self.characters:setData(data.characters)
self.loot:setData(data.loot)
self.difficulty:setData(data.difficulty)
end
function Game:getData()
local data = {}
data.gametime = self.gametime
data.characters = self.characters:getData()
data.loot = self.loot:getData()
data.difficulty = self.difficulty:getData()
data.flags = self.flags
data.destroyedGizmo = self.destroyedGizmo
data.variables = self.variables
data.position = self.position
data.actions = self.actions
return data
end
function Game:getMetadataFile(absolute)
local dir = ""
if absolute then
dir = love.filesystem.getSaveDirectory() .. "/"
if not utils.filesystem.exists(dir) then
love.filesystem.createDirectory( "" )
end
end
local filepath = dir .. "metadata.save"
return filepath
end
function Game:getMetadata()
local metadata = {}
local filepath = self:getMetadataFile(true)
if utils.filesystem.exists("metadata.save") then
metadata = binser.readFile(filepath)[1]
else
metadata = self:newMetadata()
end
return metadata
end
function Game:newMetadata()
local metadata = {}
for i = 1, self.slotNumber, 1 do
local newMetadata = {}
newMetadata.exist = false
newMetadata.completion = 0
newMetadata.gametime = 0
newMetadata.team = {}
newMetadata.rings = 0
newMetadata.emeralds = 0
newMetadata.location = ""
table.insert(metadata, newMetadata)
end
return metadata
end
function Game:writeMetadata(metadata)
local filepath = self:getMetadataFile(true)
binser.writeFile(filepath, metadata)
end
function Game:addtoMetadata()
local metadata = self:getMetadata()
metadata[self.slot].exist = true
metadata[self.slot].completion = self.completion
metadata[self.slot].gametime = self.gametime
metadata[self.slot].team = self.characters.team
metadata[self.slot].rings = self.loot.rings
metadata[self.slot].emeralds = 0
metadata[self.slot].location = self.mapName
self:writeMetadata(metadata)
end
function Game:resetData()
self.gametime = 0
self.characters = Characters(self)
self.ennemies = Ennemies(self)
self.skills = Skills(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:removeFromMetadata()
local metadata = self:getMetadata()
metadata[self.slot].exist = false
self:writeMetadata(metadata)
end
function Game:reload()
self:read(self.slot)
end
function Game:read(save_id)
self.slot = save_id
if (self.slot > 0) then
local filepath = self:getSaveFile(self.slot, true)
if utils.filesystem.exists("save" .. self.slot .. ".save") then
local loadedDatas = binser.readFile(filepath)
self:setData(loadedDatas[1])
else
self:resetData()
end
end
end
function Game:deleteCurrentSave()
if (self.slot > 0) then
local filepath = self:getSaveFile(self.slot, false)
local success = love.filesystem.remove(filepath)
print(success)
self:removeFromMetadata()
end
end
function Game:write()
if (self.slot > 0) then
local data = self:getData()
local filepath = self:getSaveFile(self.slot, true)
binser.writeFile(filepath, data)
self:addtoMetadata()
end
end
function Game:getSaveFile(saveslot, absolute)
local dir = ""
if absolute then
dir = love.filesystem.getSaveDirectory() .. "/"
if not utils.filesystem.exists(dir) then
love.filesystem.createDirectory( "" )
end
end
local filepath = dir .. "save" .. saveslot .. ".save"
return filepath
end
function Game:resetSaves()
for i=1, self.slotNumber do
local filepath = self:getSaveFile(i, true)
if utils.filesystem.exists("save" .. i .. ".save") then
love.filesystem.remove( "save" .. i .. ".save" )
end
end
end
function Game:update(dt)
self.gametime = self.gametime + dt
end
function Game:getTime()
return utils.time.getFields(self.gametime)
end
function Game:getTimeString()
return utils.time.toString(self.gametime)
end
function Game:printTime()
core.debug:print(self:getTimeString())
end
return Game