1184 lines
42 KiB
GDScript
1184 lines
42 KiB
GDScript
extends Node
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# This script is added as an Autoload named 'GameState'
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# ==========================================
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# SIGNALS
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# ==========================================
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signal currency_changed(currency_id: StringName, new_amount: BigNumber)
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signal generator_state_changed(generator_id: StringName, state: Dictionary)
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signal generator_buff_level_changed(generator_id: StringName, buff_id: StringName, new_level: int)
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signal generator_buff_unlocked_changed(generator_id: StringName, buff_id: StringName, unlocked: bool)
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signal buff_level_changed(buff_id: StringName, new_level: int)
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signal buff_unlocked_changed(buff_id: StringName, unlocked: bool)
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signal goal_completed(goal_id: StringName)
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signal goal_progress_changed(goal_id: StringName, progress: float)
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# ==========================================
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# STATE VARIABLES
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# ==========================================
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var _current_currency: Dictionary = {}
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var _total_currency_acquired: Dictionary = {}
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var _all_time_currency_acquired: Dictionary = {}
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var generator_states: Dictionary = {}
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var generator_buff_levels: Dictionary = {}
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var generator_buff_unlocked: Dictionary = {}
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var _external_save_sections: Dictionary = {}
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var _buff_definitions: Dictionary = {}
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var _buff_levels: Dictionary = {}
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var _buff_unlocked: Dictionary = {}
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var _buff_active: Dictionary = {}
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var _goal_definitions: Dictionary = {}
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var _goal_completed: Dictionary = {}
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var last_save_time: int = 0 # Unix timestamp
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# ==========================================
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# Save / Load
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# ==========================================
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static var file_name: String = "user://idle_save.json"
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const SAVE_FORMAT_VERSION_KEY: String = "save_format_version"
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const CURRENT_SAVE_FORMAT_VERSION: int = 3
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const GENERATOR_OWNED_KEY: String = "owned"
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const GENERATOR_PURCHASED_COUNT_KEY: String = "purchased_count"
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const GENERATOR_UNLOCKED_KEY: String = "unlocked"
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const GENERATOR_AVAILABLE_KEY: String = "available"
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const GENERATOR_STATES_KEY: String = "generator_states"
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const GENERATOR_BUFF_LEVELS_KEY: String = "generator_buff_levels"
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const GENERATOR_BUFF_UNLOCKED_KEY: String = "generator_buff_unlocked"
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const BUFF_DEFINITIONS_KEY: String = "buff_definitions"
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const BUFF_LEVELS_KEY: String = "buff_levels"
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const BUFF_UNLOCKED_KEY: String = "buff_unlocked"
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const BUFF_ACTIVE_KEY: String = "buff_active"
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const GOALS_KEY: String = "goals"
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const GOAL_COMPLETED_KEY: String = "completed"
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const CURRENCIES_KEY: String = "currencies"
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const CURRENT_KEY: String = "current"
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const TOTAL_KEY: String = "total"
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const ALL_TIME_KEY: String = "all_time"
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const LAST_SAVE_TIME_KEY: String = "last_save_time"
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func _ready() -> void:
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_initialize_currency_maps()
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_initialize_goals()
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load_game()
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# ==========================================
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# STATE MODIFIERS
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# ==========================================
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#func add_gold(amount: BigNumber) -> void:
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#add_currency_by_id(GOLD_CURRENCY_ID, amount)
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#
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#func spend_gold(cost: BigNumber) -> bool:
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#return spend_currency_by_id(GOLD_CURRENCY_ID, cost)
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#
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#func add_gems(amount: BigNumber) -> void:
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#add_currency_by_id(GEMS_CURRENCY_ID, amount)
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#
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#func spend_gems(cost: BigNumber) -> bool:
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#return spend_currency_by_id(GEMS_CURRENCY_ID, cost)
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func get_known_currencies() -> Array[Currency]:
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return CurrencyDatabase.get_known_currencies()
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func get_currency_id(currency: Resource) -> StringName:
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return CurrencyDatabase.get_currency_id(currency)
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func parse_currency_id(raw_currency: Variant) -> StringName:
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return CurrencyDatabase.parse_currency_id(raw_currency)
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func is_known_currency_id(currency_id: StringName) -> bool:
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return CurrencyDatabase.is_known_currency_id(currency_id)
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func get_currency_resource(currency_id: StringName) -> Resource:
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return CurrencyDatabase.get_currency_resource(currency_id)
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func get_currency_name(currency_id: StringName) -> String:
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return CurrencyDatabase.get_currency_name(currency_id)
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func get_currency_icon(currency_id: StringName) -> Texture2D:
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return CurrencyDatabase.get_currency_icon(currency_id)
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func add_currency(currency: Resource, amount: BigNumber) -> void:
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var currency_id: StringName = get_currency_id(currency)
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if currency_id == &"":
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push_warning("Attempted to add currency with an invalid Currency resource.")
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return
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add_currency_by_id(currency_id, amount)
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func spend_currency(currency: Resource, cost: BigNumber) -> bool:
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var currency_id: StringName = get_currency_id(currency)
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if currency_id == &"":
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push_warning("Attempted to spend currency with an invalid Currency resource.")
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return false
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return spend_currency_by_id(currency_id, cost)
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func add_currency_by_id(currency_id: StringName, amount: BigNumber) -> void:
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var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
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if normalized_currency_id == &"":
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return
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if amount.mantissa > 0.0:
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_get_total_currency_ref(normalized_currency_id).add_in_place(amount)
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_get_all_time_currency_ref(normalized_currency_id).add_in_place(amount)
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var current: BigNumber = _get_current_currency_ref(normalized_currency_id)
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current.add_in_place(amount)
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currency_changed.emit(normalized_currency_id, current)
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func spend_currency_by_id(currency_id: StringName, cost: BigNumber) -> bool:
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var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
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if normalized_currency_id == &"":
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return false
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var current: BigNumber = _get_current_currency_ref(normalized_currency_id)
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if current.is_greater_than(cost) or current.is_equal_to(cost):
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var negative_cost: BigNumber = BigNumber.new(-cost.mantissa, cost.exponent)
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current.add_in_place(negative_cost)
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currency_changed.emit(normalized_currency_id, current)
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return true
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return false
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func get_currency_amount(currency: Resource) -> BigNumber:
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return get_currency_amount_by_id(get_currency_id(currency))
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func get_currency_amount_by_id(currency_id: StringName) -> BigNumber:
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return _get_current_currency_ref(currency_id)
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func get_total_currency_acquired(currency: Resource) -> BigNumber:
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return get_total_currency_acquired_by_id(get_currency_id(currency))
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func get_total_currency_acquired_by_id(currency_id: StringName) -> BigNumber:
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return _get_total_currency_ref(currency_id)
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func get_all_time_currency_acquired(currency: Resource) -> BigNumber:
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return get_all_time_currency_acquired_by_id(get_currency_id(currency))
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func get_all_time_currency_acquired_by_id(currency_id: StringName) -> BigNumber:
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return _get_all_time_currency_ref(currency_id)
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func register_generator(generator_id: StringName, unlocked: bool = false, available: bool = false, owned: int = 0) -> void:
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var key: String = String(generator_id)
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if key.is_empty():
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return
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var default_owned: int = _to_non_negative_int(owned, 0)
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if generator_states.has(key):
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var existing_raw: Variant = generator_states.get(key)
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if existing_raw is Dictionary:
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generator_states[key] = _sanitize_generator_state(existing_raw, unlocked, available, default_owned)
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return
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var new_state: Dictionary = _default_generator_state(unlocked, available, default_owned)
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generator_states[key] = new_state
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generator_state_changed.emit(StringName(key), new_state.duplicate(true))
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func get_generator_state(generator_id: StringName) -> Dictionary:
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return _get_generator_state(generator_id).duplicate(true)
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func get_generator_owned(generator_id: StringName) -> int:
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var state: Dictionary = _get_generator_state(generator_id)
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return int(state.get(GENERATOR_OWNED_KEY, 0))
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func set_generator_owned(generator_id: StringName, value: int) -> void:
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var state: Dictionary = _get_generator_state(generator_id)
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var next_owned: int = maxi(value, 0)
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if int(state.get(GENERATOR_OWNED_KEY, 0)) == next_owned:
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return
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state[GENERATOR_OWNED_KEY] = next_owned
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state[GENERATOR_PURCHASED_COUNT_KEY] = maxi(int(state.get(GENERATOR_PURCHASED_COUNT_KEY, 0)), next_owned)
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_set_generator_state(generator_id, state)
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func get_generator_purchased_count(generator_id: StringName) -> int:
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var state: Dictionary = _get_generator_state(generator_id)
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return int(state.get(GENERATOR_PURCHASED_COUNT_KEY, 0))
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func set_generator_purchased_count(generator_id: StringName, value: int) -> void:
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var state: Dictionary = _get_generator_state(generator_id)
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var min_purchased: int = int(state.get(GENERATOR_OWNED_KEY, 0))
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var next_purchased: int = maxi(value, min_purchased)
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if int(state.get(GENERATOR_PURCHASED_COUNT_KEY, 0)) == next_purchased:
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return
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state[GENERATOR_PURCHASED_COUNT_KEY] = next_purchased
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_set_generator_state(generator_id, state)
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func is_generator_unlocked(generator_id: StringName) -> bool:
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var state: Dictionary = _get_generator_state(generator_id)
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return bool(state.get(GENERATOR_UNLOCKED_KEY, false))
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func set_generator_unlocked(generator_id: StringName, value: bool) -> void:
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var state: Dictionary = _get_generator_state(generator_id)
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if bool(state.get(GENERATOR_UNLOCKED_KEY, false)) == value:
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return
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state[GENERATOR_UNLOCKED_KEY] = value
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_set_generator_state(generator_id, state)
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func is_generator_available(generator_id: StringName) -> bool:
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var state: Dictionary = _get_generator_state(generator_id)
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return bool(state.get(GENERATOR_AVAILABLE_KEY, false))
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func set_generator_available(generator_id: StringName, value: bool) -> void:
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var state: Dictionary = _get_generator_state(generator_id)
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if bool(state.get(GENERATOR_AVAILABLE_KEY, false)) == value:
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return
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state[GENERATOR_AVAILABLE_KEY] = value
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_set_generator_state(generator_id, state)
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func register_generator_buff(generator_id: StringName, buff_id: StringName, initial_level: int = 0) -> void:
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var generator_key: String = String(generator_id)
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var buff_key: String = String(buff_id)
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if generator_key.is_empty() or buff_key.is_empty():
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return
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var levels: Dictionary = _get_generator_buff_levels_ref(generator_id)
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if levels.has(buff_key):
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var existing_level: int = _to_non_negative_int(levels.get(buff_key, initial_level), initial_level)
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if int(levels.get(buff_key, initial_level)) != existing_level:
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levels[buff_key] = existing_level
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generator_buff_levels[generator_key] = levels
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generator_buff_level_changed.emit(StringName(generator_key), StringName(buff_key), existing_level)
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return
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var sanitized_level: int = _to_non_negative_int(initial_level, 0)
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levels[buff_key] = sanitized_level
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generator_buff_levels[generator_key] = levels
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generator_buff_level_changed.emit(StringName(generator_key), StringName(buff_key), sanitized_level)
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func register_generator_buff_unlocked(generator_id: StringName, buff_id: StringName, initially_unlocked: bool = false) -> void:
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var generator_key: String = String(generator_id)
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var buff_key: String = String(buff_id)
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if generator_key.is_empty() or buff_key.is_empty():
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return
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var unlocked_map: Dictionary = _get_generator_buff_unlocked_ref(generator_id)
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if unlocked_map.has(buff_key):
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var existing_unlocked: bool = _to_bool(unlocked_map.get(buff_key, initially_unlocked), initially_unlocked)
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if bool(unlocked_map.get(buff_key, initially_unlocked)) != existing_unlocked:
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unlocked_map[buff_key] = existing_unlocked
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generator_buff_unlocked[generator_key] = unlocked_map
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generator_buff_unlocked_changed.emit(StringName(generator_key), StringName(buff_key), existing_unlocked)
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return
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var sanitized_unlocked: bool = _to_bool(initially_unlocked, false)
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unlocked_map[buff_key] = sanitized_unlocked
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generator_buff_unlocked[generator_key] = unlocked_map
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generator_buff_unlocked_changed.emit(StringName(generator_key), StringName(buff_key), sanitized_unlocked)
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func get_generator_buff_level(generator_id: StringName, buff_id: StringName) -> int:
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var buff_key: String = String(buff_id)
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if buff_key.is_empty():
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return 0
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var levels: Dictionary = _get_generator_buff_levels_ref(generator_id)
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return _to_non_negative_int(levels.get(buff_key, 0), 0)
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func set_generator_buff_level(generator_id: StringName, buff_id: StringName, value: int) -> void:
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var generator_key: String = String(generator_id)
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var buff_key: String = String(buff_id)
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if generator_key.is_empty() or buff_key.is_empty():
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return
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var levels: Dictionary = _get_generator_buff_levels_ref(generator_id)
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var next_level: int = _to_non_negative_int(value, 0)
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if int(levels.get(buff_key, -1)) == next_level:
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return
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levels[buff_key] = next_level
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generator_buff_levels[generator_key] = levels
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generator_buff_level_changed.emit(StringName(generator_key), StringName(buff_key), next_level)
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func is_generator_buff_unlocked(generator_id: StringName, buff_id: StringName) -> bool:
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var buff_key: String = String(buff_id)
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if buff_key.is_empty():
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return false
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var unlocked_map: Dictionary = _get_generator_buff_unlocked_ref(generator_id)
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return _to_bool(unlocked_map.get(buff_key, false), false)
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func set_generator_buff_unlocked(generator_id: StringName, buff_id: StringName, value: bool) -> void:
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var generator_key: String = String(generator_id)
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var buff_key: String = String(buff_id)
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if generator_key.is_empty() or buff_key.is_empty():
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return
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var unlocked_map: Dictionary = _get_generator_buff_unlocked_ref(generator_id)
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var next_unlocked: bool = _to_bool(value, false)
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if _to_bool(unlocked_map.get(buff_key, false), false) == next_unlocked:
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return
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unlocked_map[buff_key] = next_unlocked
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generator_buff_unlocked[generator_key] = unlocked_map
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generator_buff_unlocked_changed.emit(StringName(generator_key), StringName(buff_key), next_unlocked)
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func get_generator_buff_unlocked(generator_id: StringName) -> Dictionary:
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return _get_generator_buff_unlocked_ref(generator_id).duplicate(true)
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func get_generator_buff_levels(generator_id: StringName) -> Dictionary:
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return _get_generator_buff_levels_ref(generator_id).duplicate(true)
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func register_buff(buff: GeneratorBuffData) -> void:
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if buff == null:
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return
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var buff_id: StringName = buff.id
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if buff_id == &"":
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push_warning("Attempted to register buff with invalid id")
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return
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_buff_definitions[buff_id] = buff
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if not _buff_levels.has(buff_id):
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_buff_levels[buff_id] = 0
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if not _buff_unlocked.has(buff_id):
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_buff_unlocked[buff_id] = false
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if not _buff_active.has(buff_id):
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_buff_active[buff_id] = false
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func get_buff(buff_id: StringName) -> GeneratorBuffData:
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return _buff_definitions.get(buff_id, null)
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func get_all_buffs() -> Array[GeneratorBuffData]:
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var result: Array[GeneratorBuffData] = []
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for buff in _buff_definitions.values():
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if buff is GeneratorBuffData:
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result.append(buff)
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return result
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func get_buff_level(buff_id: StringName) -> int:
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return _buff_levels.get(buff_id, 0)
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func set_buff_level(buff_id: StringName, level: int) -> void:
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if level < 0:
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level = 0
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var current_level: int = _buff_levels.get(buff_id, 0)
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if current_level == level:
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return
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_buff_levels[buff_id] = level
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buff_level_changed.emit(buff_id, level)
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func is_buff_unlocked(buff_id: StringName) -> bool:
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return _buff_unlocked.get(buff_id, false)
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func set_buff_unlocked(buff_id: StringName, unlocked: bool) -> void:
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if bool(_buff_unlocked.get(buff_id, false)) == unlocked:
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return
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_buff_unlocked[buff_id] = unlocked
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buff_unlocked_changed.emit(buff_id, unlocked)
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if unlocked and not _buff_active.get(buff_id, false):
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_buff_active[buff_id] = true
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func is_buff_active(buff_id: StringName) -> bool:
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return _buff_active.get(buff_id, false)
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func get_generators_targeted_by(buff_id: StringName) -> Array[StringName]:
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var buff: GeneratorBuffData = get_buff(buff_id)
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if buff == null:
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return []
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return buff.get_target_generators()
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func get_buffs_for_generator(generator_id: StringName) -> Array[GeneratorBuffData]:
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var result: Array[GeneratorBuffData] = []
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for buff in _buff_definitions.values():
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if buff is GeneratorBuffData and buff.targets_generator(generator_id):
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result.append(buff)
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return result
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func get_effective_multiplier(generator_id: StringName, kind: int) -> float:
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var multiplier: float = 1.0
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for buff in get_buffs_for_generator(generator_id):
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if buff == null:
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continue
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if not is_buff_active(buff.id):
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continue
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if buff.kind != kind:
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continue
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var level: int = get_buff_level(buff.id)
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if level <= 0:
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continue
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var buff_multiplier: float = buff.get_effect_multiplier(level)
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multiplier *= buff_multiplier
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return multiplier
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func _try_unlock_all_buffs_from_goals() -> void:
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for buff in get_all_buffs():
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if buff == null:
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continue
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_try_unlock_buff_from_goal(buff)
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func _try_unlock_buff_from_goal(buff: GeneratorBuffData) -> void:
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if buff == null:
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return
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if not buff.has_unlock_goal():
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return
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if is_buff_unlocked(buff.id):
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return
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var goal_id: StringName = buff.unlock_goal.id
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if not goal_id.is_empty() and is_goal_completed(goal_id):
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set_buff_unlocked(buff.id, true)
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|
|
func set_external_save_data(section_key: StringName, payload: Dictionary) -> void:
|
|
var key: String = String(section_key).strip_edges()
|
|
if key.is_empty():
|
|
return
|
|
|
|
_external_save_sections[key] = payload.duplicate(true)
|
|
|
|
func get_external_save_data(section_key: StringName) -> Dictionary:
|
|
var key: String = String(section_key).strip_edges()
|
|
if key.is_empty():
|
|
return {}
|
|
|
|
var raw_payload: Variant = _external_save_sections.get(key, {})
|
|
if raw_payload is Dictionary:
|
|
return raw_payload.duplicate(true)
|
|
|
|
return {}
|
|
|
|
func reset_for_prestige(reset_total_currency: bool = false, emit_currency_signals: bool = true) -> void:
|
|
var currency_ids: Array[StringName] = _collect_currency_ids_for_save()
|
|
for currency_id in currency_ids:
|
|
_set_current_currency(currency_id, BigNumber.from_float(0.0))
|
|
if reset_total_currency:
|
|
_set_total_currency(currency_id, BigNumber.from_float(0.0))
|
|
|
|
generator_states.clear()
|
|
generator_buff_levels.clear()
|
|
generator_buff_unlocked.clear()
|
|
_goal_completed.clear()
|
|
|
|
if not emit_currency_signals:
|
|
return
|
|
|
|
for currency_id in currency_ids:
|
|
currency_changed.emit(currency_id, _get_current_currency_ref(currency_id))
|
|
|
|
func emit_currency_changed_for_all() -> void:
|
|
for currency_id in _collect_currency_ids_for_save():
|
|
currency_changed.emit(currency_id, _get_current_currency_ref(currency_id))
|
|
|
|
# ==========================================
|
|
# PERSISTENCE (Save/Load)
|
|
# ==========================================
|
|
func save_game() -> void:
|
|
var save_data = {
|
|
SAVE_FORMAT_VERSION_KEY: CURRENT_SAVE_FORMAT_VERSION,
|
|
CURRENCIES_KEY: _serialize_currency_balances(),
|
|
GENERATOR_STATES_KEY: _serialize_generator_states(),
|
|
BUFF_LEVELS_KEY: _serialize_buff_levels(),
|
|
BUFF_UNLOCKED_KEY: _serialize_buff_unlocked(),
|
|
BUFF_ACTIVE_KEY: _serialize_buff_active(),
|
|
GOALS_KEY: _serialize_goals(),
|
|
LAST_SAVE_TIME_KEY: Time.get_unix_time_from_system()
|
|
}
|
|
|
|
for section_key in _external_save_sections.keys():
|
|
var key: String = String(section_key)
|
|
if key.is_empty():
|
|
continue
|
|
|
|
var payload: Variant = _external_save_sections.get(section_key)
|
|
if not (payload is Dictionary):
|
|
continue
|
|
|
|
save_data[key] = payload
|
|
|
|
var file: FileAccess = FileAccess.open(file_name, FileAccess.WRITE)
|
|
if file:
|
|
file.store_string(JSON.stringify(save_data))
|
|
|
|
func load_game() -> void:
|
|
if not FileAccess.file_exists(file_name):
|
|
return
|
|
|
|
var file: FileAccess = FileAccess.open(file_name, FileAccess.READ)
|
|
if file:
|
|
var parsed: Variant = JSON.parse_string(file.get_as_text())
|
|
if parsed is Dictionary:
|
|
var parsed_data: Dictionary = parsed
|
|
|
|
var version: int = int(parsed_data.get(SAVE_FORMAT_VERSION_KEY, 1))
|
|
if version < 2:
|
|
push_error("Save file version %d too old. Please start fresh." % version)
|
|
return
|
|
|
|
if version < 3:
|
|
_migrate_goals_from_version_2(parsed_data)
|
|
|
|
_external_save_sections.clear()
|
|
if parsed_data.has(CURRENCIES_KEY):
|
|
_load_currency_balances(parsed_data.get(CURRENCIES_KEY, {}))
|
|
|
|
generator_states = _deserialize_generator_states(parsed_data.get(GENERATOR_STATES_KEY, {}))
|
|
_deserialize_buff_states(parsed_data)
|
|
_deserialize_goals(parsed_data.get(GOALS_KEY, {}))
|
|
last_save_time = parsed_data.get(LAST_SAVE_TIME_KEY, Time.get_unix_time_from_system())
|
|
for save_key_variant in parsed_data.keys():
|
|
var save_key: String = String(save_key_variant)
|
|
if save_key.is_empty():
|
|
continue
|
|
if save_key in [SAVE_FORMAT_VERSION_KEY, CURRENCIES_KEY, GENERATOR_STATES_KEY, BUFF_LEVELS_KEY, BUFF_UNLOCKED_KEY, BUFF_ACTIVE_KEY, GOALS_KEY, LAST_SAVE_TIME_KEY]:
|
|
continue
|
|
|
|
var section_payload: Variant = parsed_data.get(save_key_variant)
|
|
if section_payload is Dictionary:
|
|
_external_save_sections[save_key] = section_payload.duplicate(true)
|
|
|
|
func _load_currency_balances(raw_currencies: Variant) -> void:
|
|
if not (raw_currencies is Dictionary):
|
|
return
|
|
|
|
var currencies: Dictionary = raw_currencies
|
|
for raw_currency_id in currencies.keys():
|
|
var currency_id: StringName = _normalize_currency_id(StringName(String(raw_currency_id)))
|
|
if currency_id == &"":
|
|
continue
|
|
|
|
var raw_entry: Variant = currencies.get(raw_currency_id)
|
|
if not (raw_entry is Dictionary):
|
|
continue
|
|
|
|
var entry: Dictionary = raw_entry
|
|
var current_amount: BigNumber = BigNumber.deserialize(entry.get(CURRENT_KEY, {}))
|
|
var total_amount: BigNumber = _deserialize_total_currency(entry.get(TOTAL_KEY, null), current_amount)
|
|
var all_time_amount: BigNumber = _deserialize_all_time_currency(entry.get(ALL_TIME_KEY, null), total_amount)
|
|
_set_current_currency(currency_id, current_amount)
|
|
_set_total_currency(currency_id, total_amount)
|
|
_set_all_time_currency(currency_id, all_time_amount)
|
|
|
|
func _deserialize_total_currency(raw_total: Variant, current_amount: BigNumber) -> BigNumber:
|
|
var minimum_total: BigNumber = _copy_big_number(current_amount)
|
|
if minimum_total.mantissa < 0.0:
|
|
minimum_total = BigNumber.from_float(0.0)
|
|
|
|
if not (raw_total is Dictionary):
|
|
return minimum_total
|
|
|
|
var parsed_total: BigNumber = BigNumber.deserialize(raw_total)
|
|
if parsed_total.mantissa < 0.0:
|
|
return minimum_total
|
|
if parsed_total.is_less_than(minimum_total):
|
|
return minimum_total
|
|
return parsed_total
|
|
|
|
func _deserialize_all_time_currency(raw_all_time: Variant, total_amount: BigNumber) -> BigNumber:
|
|
var minimum_all_time: BigNumber = _copy_big_number(total_amount)
|
|
if minimum_all_time.mantissa < 0.0:
|
|
minimum_all_time = BigNumber.from_float(0.0)
|
|
|
|
if not (raw_all_time is Dictionary):
|
|
return minimum_all_time
|
|
|
|
var parsed_all_time: BigNumber = BigNumber.deserialize(raw_all_time)
|
|
if parsed_all_time.mantissa < 0.0:
|
|
return minimum_all_time
|
|
if parsed_all_time.is_less_than(minimum_all_time):
|
|
return minimum_all_time
|
|
return parsed_all_time
|
|
|
|
func _copy_big_number(value: BigNumber) -> BigNumber:
|
|
return BigNumber.new(value.mantissa, value.exponent)
|
|
|
|
func _serialize_currency_balances() -> Dictionary:
|
|
var result: Dictionary = {}
|
|
|
|
for currency_id in _collect_currency_ids_for_save():
|
|
var key: String = String(currency_id)
|
|
if key.is_empty():
|
|
continue
|
|
|
|
result[key] = {
|
|
CURRENT_KEY: _get_current_currency_ref(currency_id).serialize(),
|
|
TOTAL_KEY: _get_total_currency_ref(currency_id).serialize(),
|
|
ALL_TIME_KEY: _get_all_time_currency_ref(currency_id).serialize(),
|
|
}
|
|
|
|
return result
|
|
|
|
func _collect_currency_ids_for_save() -> Array[StringName]:
|
|
var ids: Array[StringName] = []
|
|
|
|
for raw_id in _current_currency.keys():
|
|
var normalized_currency_id: StringName = _normalize_currency_id(StringName(String(raw_id)))
|
|
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
|
|
continue
|
|
ids.append(normalized_currency_id)
|
|
|
|
for raw_id in _all_time_currency_acquired.keys():
|
|
var normalized_currency_id: StringName = _normalize_currency_id(StringName(String(raw_id)))
|
|
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
|
|
continue
|
|
ids.append(normalized_currency_id)
|
|
|
|
for known_currency_id in CurrencyDatabase.get_known_currency_ids():
|
|
var normalized_currency_id: StringName = _normalize_currency_id(known_currency_id)
|
|
if normalized_currency_id == &"" or ids.has(normalized_currency_id):
|
|
continue
|
|
ids.append(normalized_currency_id)
|
|
|
|
return ids
|
|
|
|
func _initialize_currency_maps() -> void:
|
|
for currency_id in CurrencyDatabase.get_known_currency_ids():
|
|
if currency_id == &"":
|
|
continue
|
|
_set_current_currency(currency_id, BigNumber.from_float(0.0))
|
|
_set_total_currency(currency_id, BigNumber.from_float(0.0))
|
|
_set_all_time_currency(currency_id, BigNumber.from_float(0.0))
|
|
|
|
func _normalize_currency_id(currency_id: StringName) -> StringName:
|
|
var normalized: String = String(currency_id).to_lower().strip_edges()
|
|
if normalized.is_empty():
|
|
return &""
|
|
return StringName(normalized)
|
|
|
|
func _get_current_currency_ref(currency_id: StringName) -> BigNumber:
|
|
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
|
|
if normalized_currency_id == &"":
|
|
return BigNumber.from_float(0.0)
|
|
|
|
var value: Variant = _current_currency.get(normalized_currency_id)
|
|
if value is BigNumber:
|
|
return value
|
|
|
|
var fallback: BigNumber = BigNumber.from_float(0.0)
|
|
_current_currency[normalized_currency_id] = fallback
|
|
return fallback
|
|
|
|
func _get_total_currency_ref(currency_id: StringName) -> BigNumber:
|
|
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
|
|
if normalized_currency_id == &"":
|
|
return BigNumber.from_float(0.0)
|
|
|
|
var value: Variant = _total_currency_acquired.get(normalized_currency_id)
|
|
if value is BigNumber:
|
|
return value
|
|
|
|
var fallback: BigNumber = BigNumber.from_float(0.0)
|
|
_total_currency_acquired[normalized_currency_id] = fallback
|
|
return fallback
|
|
|
|
func _get_all_time_currency_ref(currency_id: StringName) -> BigNumber:
|
|
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
|
|
if normalized_currency_id == &"":
|
|
return BigNumber.from_float(0.0)
|
|
|
|
var value: Variant = _all_time_currency_acquired.get(normalized_currency_id)
|
|
if value is BigNumber:
|
|
return value
|
|
|
|
var fallback: BigNumber = BigNumber.from_float(0.0)
|
|
_all_time_currency_acquired[normalized_currency_id] = fallback
|
|
return fallback
|
|
|
|
func _set_current_currency(currency_id: StringName, value: BigNumber) -> void:
|
|
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
|
|
if normalized_currency_id == &"":
|
|
return
|
|
_current_currency[normalized_currency_id] = _copy_big_number(value)
|
|
|
|
func _set_total_currency(currency_id: StringName, value: BigNumber) -> void:
|
|
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
|
|
if normalized_currency_id == &"":
|
|
return
|
|
_total_currency_acquired[normalized_currency_id] = _copy_big_number(value)
|
|
|
|
func _set_all_time_currency(currency_id: StringName, value: BigNumber) -> void:
|
|
var normalized_currency_id: StringName = _normalize_currency_id(currency_id)
|
|
if normalized_currency_id == &"":
|
|
return
|
|
_all_time_currency_acquired[normalized_currency_id] = _copy_big_number(value)
|
|
|
|
func _default_generator_state(unlocked: bool, available: bool, owned: int = 0) -> Dictionary:
|
|
var owned_value: int = _to_non_negative_int(owned, 0)
|
|
return {
|
|
GENERATOR_OWNED_KEY: owned_value,
|
|
GENERATOR_PURCHASED_COUNT_KEY: owned_value,
|
|
GENERATOR_UNLOCKED_KEY: unlocked,
|
|
GENERATOR_AVAILABLE_KEY: available,
|
|
}
|
|
|
|
func _get_generator_state(generator_id: StringName) -> Dictionary:
|
|
var key: String = String(generator_id)
|
|
if key.is_empty():
|
|
return _default_generator_state(false, false, 0)
|
|
|
|
if not generator_states.has(key):
|
|
register_generator(generator_id)
|
|
|
|
var existing_raw: Variant = generator_states.get(key, _default_generator_state(false, false, 0))
|
|
if existing_raw is Dictionary:
|
|
var state: Dictionary = existing_raw
|
|
var sanitized: Dictionary = _sanitize_generator_state(state, false, false, 0)
|
|
generator_states[key] = sanitized
|
|
return sanitized
|
|
|
|
var fallback: Dictionary = _default_generator_state(false, false, 0)
|
|
generator_states[key] = fallback
|
|
return fallback
|
|
|
|
func _set_generator_state(generator_id: StringName, state: Dictionary) -> void:
|
|
var key: String = String(generator_id)
|
|
if key.is_empty():
|
|
return
|
|
|
|
var sanitized: Dictionary = _sanitize_generator_state(state, false, false, 0)
|
|
generator_states[key] = sanitized
|
|
generator_state_changed.emit(StringName(key), sanitized.duplicate(true))
|
|
|
|
func _get_generator_buff_levels_ref(generator_id: StringName) -> Dictionary:
|
|
var key: String = String(generator_id)
|
|
if key.is_empty():
|
|
return {}
|
|
|
|
var existing_raw: Variant = generator_buff_levels.get(key, {})
|
|
if existing_raw is Dictionary:
|
|
var sanitized: Dictionary = _sanitize_generator_buff_levels(existing_raw)
|
|
generator_buff_levels[key] = sanitized
|
|
return sanitized
|
|
|
|
var fallback: Dictionary = {}
|
|
generator_buff_levels[key] = fallback
|
|
return fallback
|
|
|
|
func _get_generator_buff_unlocked_ref(generator_id: StringName) -> Dictionary:
|
|
var key: String = String(generator_id)
|
|
if key.is_empty():
|
|
return {}
|
|
|
|
var existing_raw: Variant = generator_buff_unlocked.get(key, {})
|
|
if existing_raw is Dictionary:
|
|
var sanitized: Dictionary = _sanitize_generator_buff_unlocked(existing_raw)
|
|
generator_buff_unlocked[key] = sanitized
|
|
return sanitized
|
|
|
|
var fallback: Dictionary = {}
|
|
generator_buff_unlocked[key] = fallback
|
|
return fallback
|
|
|
|
func _sanitize_generator_buff_levels(raw_levels: Dictionary) -> Dictionary:
|
|
var sanitized_levels: Dictionary = {}
|
|
for buff_key_variant in raw_levels.keys():
|
|
var buff_key: String = String(buff_key_variant)
|
|
if buff_key.is_empty():
|
|
continue
|
|
|
|
sanitized_levels[buff_key] = _to_non_negative_int(raw_levels.get(buff_key_variant, 0), 0)
|
|
|
|
return sanitized_levels
|
|
|
|
func _sanitize_generator_buff_unlocked(raw_unlocked: Dictionary) -> Dictionary:
|
|
var sanitized_unlocked: Dictionary = {}
|
|
for buff_key_variant in raw_unlocked.keys():
|
|
var buff_key: String = String(buff_key_variant)
|
|
if buff_key.is_empty():
|
|
continue
|
|
|
|
# Save format only stores true values, but keep parser tolerant.
|
|
var is_unlocked: bool = _to_bool(raw_unlocked.get(buff_key_variant, false), false)
|
|
if not is_unlocked:
|
|
continue
|
|
|
|
sanitized_unlocked[buff_key] = true
|
|
|
|
return sanitized_unlocked
|
|
|
|
func _serialize_generator_states() -> Dictionary:
|
|
var result: Dictionary = {}
|
|
for key_variant in generator_states.keys():
|
|
var key: String = String(key_variant)
|
|
if key.is_empty():
|
|
continue
|
|
|
|
var value: Variant = generator_states.get(key_variant)
|
|
if value is Dictionary:
|
|
result[key] = _serialize_generator_state_entry(value)
|
|
return result
|
|
|
|
func _deserialize_generator_states(raw_value: Variant) -> Dictionary:
|
|
var result: Dictionary = {}
|
|
if not (raw_value is Dictionary):
|
|
return result
|
|
|
|
for key_variant in raw_value.keys():
|
|
var key: String = String(key_variant)
|
|
if key.is_empty():
|
|
continue
|
|
|
|
var entry: Variant = raw_value.get(key_variant)
|
|
if entry is Dictionary:
|
|
result[key] = _deserialize_generator_state_entry(entry)
|
|
return result
|
|
|
|
func _serialize_generator_buff_levels() -> Dictionary:
|
|
var result: Dictionary = {}
|
|
for generator_key_variant in generator_buff_levels.keys():
|
|
var generator_key: String = String(generator_key_variant)
|
|
if generator_key.is_empty():
|
|
continue
|
|
|
|
var raw_levels: Variant = generator_buff_levels.get(generator_key_variant)
|
|
if raw_levels is Dictionary:
|
|
result[generator_key] = _sanitize_generator_buff_levels(raw_levels)
|
|
|
|
return result
|
|
|
|
func _deserialize_generator_buff_levels(raw_value: Variant) -> Dictionary:
|
|
var result: Dictionary = {}
|
|
if not (raw_value is Dictionary):
|
|
return result
|
|
|
|
for generator_key_variant in raw_value.keys():
|
|
var generator_key: String = String(generator_key_variant)
|
|
if generator_key.is_empty():
|
|
continue
|
|
|
|
var raw_levels: Variant = raw_value.get(generator_key_variant)
|
|
if raw_levels is Dictionary:
|
|
result[generator_key] = _sanitize_generator_buff_levels(raw_levels)
|
|
|
|
return result
|
|
|
|
func _serialize_generator_buff_unlocked() -> Dictionary:
|
|
var result: Dictionary = {}
|
|
for generator_key_variant in generator_buff_unlocked.keys():
|
|
var generator_key: String = String(generator_key_variant)
|
|
if generator_key.is_empty():
|
|
continue
|
|
|
|
var raw_unlocked: Variant = generator_buff_unlocked.get(generator_key_variant)
|
|
if not (raw_unlocked is Dictionary):
|
|
continue
|
|
|
|
var sanitized_unlocked: Dictionary = _sanitize_generator_buff_unlocked(raw_unlocked)
|
|
if sanitized_unlocked.is_empty():
|
|
continue
|
|
|
|
result[generator_key] = sanitized_unlocked
|
|
|
|
return result
|
|
|
|
func _deserialize_generator_buff_unlocked(raw_value: Variant) -> Dictionary:
|
|
var result: Dictionary = {}
|
|
if not (raw_value is Dictionary):
|
|
return result
|
|
|
|
for generator_key_variant in raw_value.keys():
|
|
var generator_key: String = String(generator_key_variant)
|
|
if generator_key.is_empty():
|
|
continue
|
|
|
|
var raw_unlocked: Variant = raw_value.get(generator_key_variant)
|
|
if not (raw_unlocked is Dictionary):
|
|
continue
|
|
|
|
var sanitized_unlocked: Dictionary = _sanitize_generator_buff_unlocked(raw_unlocked)
|
|
if sanitized_unlocked.is_empty():
|
|
continue
|
|
|
|
result[generator_key] = sanitized_unlocked
|
|
|
|
return result
|
|
|
|
func _serialize_generator_state_entry(raw_state: Dictionary) -> Dictionary:
|
|
var owned_value: int = _to_non_negative_int(raw_state.get(GENERATOR_OWNED_KEY, 0), 0)
|
|
var purchased_value: int = _to_non_negative_int(raw_state.get(GENERATOR_PURCHASED_COUNT_KEY, owned_value), owned_value)
|
|
|
|
var serialized_state: Dictionary = {
|
|
GENERATOR_OWNED_KEY: owned_value,
|
|
GENERATOR_PURCHASED_COUNT_KEY: maxi(purchased_value, owned_value),
|
|
}
|
|
|
|
if raw_state.has(GENERATOR_UNLOCKED_KEY) and raw_state.get(GENERATOR_UNLOCKED_KEY) is bool:
|
|
serialized_state[GENERATOR_UNLOCKED_KEY] = raw_state.get(GENERATOR_UNLOCKED_KEY)
|
|
if raw_state.has(GENERATOR_AVAILABLE_KEY) and raw_state.get(GENERATOR_AVAILABLE_KEY) is bool:
|
|
serialized_state[GENERATOR_AVAILABLE_KEY] = raw_state.get(GENERATOR_AVAILABLE_KEY)
|
|
|
|
return serialized_state
|
|
|
|
func _deserialize_generator_state_entry(raw_state: Dictionary) -> Dictionary:
|
|
var owned_value: int = _to_non_negative_int(raw_state.get(GENERATOR_OWNED_KEY, 0), 0)
|
|
var purchased_value: int = _to_non_negative_int(raw_state.get(GENERATOR_PURCHASED_COUNT_KEY, owned_value), owned_value)
|
|
|
|
var parsed_state: Dictionary = {
|
|
GENERATOR_OWNED_KEY: owned_value,
|
|
GENERATOR_PURCHASED_COUNT_KEY: maxi(purchased_value, owned_value),
|
|
}
|
|
|
|
if raw_state.has(GENERATOR_UNLOCKED_KEY) and raw_state.get(GENERATOR_UNLOCKED_KEY) is bool:
|
|
parsed_state[GENERATOR_UNLOCKED_KEY] = raw_state.get(GENERATOR_UNLOCKED_KEY)
|
|
if raw_state.has(GENERATOR_AVAILABLE_KEY) and raw_state.get(GENERATOR_AVAILABLE_KEY) is bool:
|
|
parsed_state[GENERATOR_AVAILABLE_KEY] = raw_state.get(GENERATOR_AVAILABLE_KEY)
|
|
|
|
return parsed_state
|
|
|
|
func _sanitize_generator_state(raw_state: Dictionary, default_unlocked: bool, default_available: bool, default_owned: int = 0) -> Dictionary:
|
|
var normalized_default_owned: int = _to_non_negative_int(default_owned, 0)
|
|
var owned_value: int = _to_non_negative_int(raw_state.get(GENERATOR_OWNED_KEY, normalized_default_owned), normalized_default_owned)
|
|
var purchased_value: int = _to_non_negative_int(raw_state.get(GENERATOR_PURCHASED_COUNT_KEY, owned_value), owned_value)
|
|
|
|
return {
|
|
GENERATOR_OWNED_KEY: owned_value,
|
|
GENERATOR_PURCHASED_COUNT_KEY: maxi(purchased_value, owned_value),
|
|
GENERATOR_UNLOCKED_KEY: _to_bool(raw_state.get(GENERATOR_UNLOCKED_KEY, default_unlocked), default_unlocked),
|
|
GENERATOR_AVAILABLE_KEY: _to_bool(raw_state.get(GENERATOR_AVAILABLE_KEY, default_available), default_available),
|
|
}
|
|
|
|
func _to_non_negative_int(value: Variant, fallback: int = 0) -> int:
|
|
if value is int:
|
|
return maxi(value, 0)
|
|
if value is float:
|
|
return maxi(int(value), 0)
|
|
return maxi(fallback, 0)
|
|
|
|
func _to_bool(value: Variant, fallback: bool) -> bool:
|
|
if value is bool:
|
|
return value
|
|
return fallback
|
|
|
|
func _serialize_buff_levels() -> Dictionary:
|
|
var result: Dictionary = {}
|
|
for buff_id in _buff_levels.keys():
|
|
result[buff_id] = _buff_levels[buff_id]
|
|
return result
|
|
|
|
func _serialize_buff_unlocked() -> Dictionary:
|
|
var result: Dictionary = {}
|
|
for buff_id in _buff_unlocked.keys():
|
|
if _buff_unlocked[buff_id]:
|
|
result[buff_id] = true
|
|
return result
|
|
|
|
func _serialize_buff_active() -> Dictionary:
|
|
var result: Dictionary = {}
|
|
for buff_id in _buff_active.keys():
|
|
if _buff_active[buff_id]:
|
|
result[buff_id] = true
|
|
return result
|
|
|
|
func _deserialize_buff_states(parsed_data: Dictionary) -> void:
|
|
_buff_levels.clear()
|
|
_buff_unlocked.clear()
|
|
_buff_active.clear()
|
|
|
|
if parsed_data.has(BUFF_LEVELS_KEY):
|
|
var raw_levels: Variant = parsed_data.get(BUFF_LEVELS_KEY)
|
|
if raw_levels is Dictionary:
|
|
for key_variant in raw_levels.keys():
|
|
var key: String = String(key_variant)
|
|
if not key.is_empty():
|
|
var value: Variant = raw_levels.get(key_variant)
|
|
if value is int:
|
|
_buff_levels[key] = value
|
|
|
|
if parsed_data.has(BUFF_UNLOCKED_KEY):
|
|
var raw_unlocked: Variant = parsed_data.get(BUFF_UNLOCKED_KEY)
|
|
if raw_unlocked is Dictionary:
|
|
for key_variant in raw_unlocked.keys():
|
|
var key: String = String(key_variant)
|
|
if not key.is_empty():
|
|
_buff_unlocked[key] = true
|
|
|
|
if parsed_data.has(BUFF_ACTIVE_KEY):
|
|
var raw_active: Variant = parsed_data.get(BUFF_ACTIVE_KEY)
|
|
if raw_active is Dictionary:
|
|
for key_variant in raw_active.keys():
|
|
var key: String = String(key_variant)
|
|
if not key.is_empty():
|
|
_buff_active[key] = true
|
|
|
|
# ==========================================
|
|
# GOALS
|
|
# ==========================================
|
|
func _initialize_goals() -> void:
|
|
_goal_definitions.clear()
|
|
_goal_completed.clear()
|
|
|
|
var goal_paths: PackedStringArray = _discover_goal_paths()
|
|
for goal_path in goal_paths:
|
|
var goal_resource: Resource = load(goal_path)
|
|
if goal_resource == null:
|
|
push_warning("Failed to load goal resource at '%s'." % goal_path)
|
|
continue
|
|
if not (goal_resource is GoalData):
|
|
continue
|
|
|
|
var goal: GoalData = goal_resource
|
|
if not goal.has_id():
|
|
push_warning("Skipping goal with missing id: %s" % goal_path)
|
|
continue
|
|
if _goal_definitions.has(goal.id):
|
|
push_warning("Duplicate goal id '%s' found at %s. Keeping first occurrence." % [String(goal.id), goal_path])
|
|
continue
|
|
|
|
_goal_definitions[goal.id] = goal
|
|
_goal_completed[goal.id] = false
|
|
|
|
func _discover_goal_paths() -> PackedStringArray:
|
|
var result: PackedStringArray = []
|
|
const GOAL_DIRECTORY_PATH: String = "res://sandbox/goals"
|
|
const GOAL_RESOURCE_EXTENSIONS: PackedStringArray = ["tres", "res"]
|
|
|
|
var directory: DirAccess = DirAccess.open(GOAL_DIRECTORY_PATH)
|
|
if directory == null:
|
|
push_warning("Unable to open goals directory: %s" % GOAL_DIRECTORY_PATH)
|
|
return result
|
|
|
|
directory.list_dir_begin()
|
|
var entry_name: String = directory.get_next()
|
|
while not entry_name.is_empty():
|
|
if directory.current_is_dir() or entry_name.begins_with("."):
|
|
entry_name = directory.get_next()
|
|
continue
|
|
|
|
var extension: String = entry_name.get_extension().to_lower()
|
|
if GOAL_RESOURCE_EXTENSIONS.has(extension):
|
|
result.append("%s/%s" % [GOAL_DIRECTORY_PATH, entry_name])
|
|
|
|
entry_name = directory.get_next()
|
|
directory.list_dir_end()
|
|
|
|
result.sort()
|
|
return result
|
|
|
|
func register_goal(goal: GoalData) -> void:
|
|
if goal == null:
|
|
return
|
|
var goal_id: StringName = goal.id
|
|
if goal_id == &"":
|
|
push_warning("Attempted to register goal with invalid id")
|
|
return
|
|
if _goal_definitions.has(goal_id):
|
|
return
|
|
_goal_definitions[goal_id] = goal
|
|
_goal_completed[goal_id] = false
|
|
|
|
func get_goal(goal_id: StringName) -> GoalData:
|
|
return _goal_definitions.get(goal_id, null)
|
|
|
|
func get_all_goals() -> Array[GoalData]:
|
|
var result: Array[GoalData] = []
|
|
for goal in _goal_definitions.values():
|
|
if goal is GoalData:
|
|
result.append(goal)
|
|
return result
|
|
|
|
func is_goal_completed(goal_id: StringName) -> bool:
|
|
return _goal_completed.get(goal_id, false)
|
|
|
|
func get_goal_progress(goal_id: StringName) -> float:
|
|
var goal: GoalData = get_goal(goal_id)
|
|
if goal == null:
|
|
return 0.0
|
|
return goal.get_progress()
|
|
|
|
func evaluate_all_goals() -> void:
|
|
for goal_id in _goal_completed.keys():
|
|
if not _goal_completed[goal_id]:
|
|
_try_complete_goal(goal_id)
|
|
|
|
_try_unlock_all_buffs_from_goals()
|
|
|
|
func _try_complete_goal(goal_id: StringName) -> void:
|
|
var goal: GoalData = _goal_definitions.get(goal_id, null)
|
|
if goal == null:
|
|
return
|
|
if _goal_completed[goal_id]:
|
|
return
|
|
if goal.is_met():
|
|
_goal_completed[goal_id] = true
|
|
goal_completed.emit(goal_id)
|
|
|
|
func _serialize_goals() -> Dictionary:
|
|
var result: Dictionary = {}
|
|
var completed_goals: Array[StringName] = []
|
|
for goal_id in _goal_completed.keys():
|
|
if _goal_completed[goal_id]:
|
|
completed_goals.append(goal_id)
|
|
result[GOAL_COMPLETED_KEY] = completed_goals
|
|
return result
|
|
|
|
func _deserialize_goals(raw_value: Variant) -> void:
|
|
_goal_completed.clear()
|
|
|
|
if not (raw_value is Dictionary):
|
|
return
|
|
|
|
var raw_completed: Variant = raw_value.get(GOAL_COMPLETED_KEY, [])
|
|
if raw_completed is Array:
|
|
for goal_id_variant in raw_completed:
|
|
var goal_id: String = String(goal_id_variant)
|
|
if not goal_id.is_empty():
|
|
_goal_completed[goal_id] = true
|
|
|
|
for goal_id in _goal_definitions.keys():
|
|
if not _goal_completed.has(goal_id):
|
|
_goal_completed[goal_id] = false
|
|
|
|
func _migrate_goals_from_version_2(parsed_data: Dictionary) -> void:
|
|
_goal_completed.clear()
|
|
|
|
var generator_states_data: Dictionary = parsed_data.get(GENERATOR_STATES_KEY, {})
|
|
for gen_id_variant in generator_states_data.keys():
|
|
var gen_id: String = String(gen_id_variant)
|
|
if gen_id.is_empty():
|
|
continue
|
|
|
|
var state: Dictionary = generator_states_data.get(gen_id_variant, {})
|
|
if not state.get(GENERATOR_UNLOCKED_KEY, false):
|
|
continue
|
|
|
|
var generator_data: CurrencyGeneratorData = _load_generator_data_from_id(gen_id)
|
|
if generator_data == null or not generator_data.has_unlock_goal():
|
|
continue
|
|
|
|
var goal_id: StringName = generator_data.get_unlock_goal_id()
|
|
if not goal_id.is_empty():
|
|
_goal_completed[goal_id] = true
|
|
|
|
for goal_id in _goal_definitions.keys():
|
|
if not _goal_completed.has(goal_id):
|
|
_goal_completed[goal_id] = false
|
|
|
|
func _load_generator_data_from_id(generator_id: String) -> CurrencyGeneratorData:
|
|
const GENERATORS_DIRECTORY_PATH: String = "res://sandbox/generators"
|
|
const GENERATOR_RESOURCE_EXTENSIONS: PackedStringArray = ["tres", "res"]
|
|
|
|
var directory: DirAccess = DirAccess.open(GENERATORS_DIRECTORY_PATH)
|
|
if directory == null:
|
|
return null
|
|
|
|
directory.list_dir_begin()
|
|
var entry_name: String = directory.get_next()
|
|
while not entry_name.is_empty():
|
|
if directory.current_is_dir() or entry_name.begins_with("."):
|
|
entry_name = directory.get_next()
|
|
continue
|
|
|
|
var extension: String = entry_name.get_extension().to_lower()
|
|
if GENERATOR_RESOURCE_EXTENSIONS.has(extension):
|
|
var generator_path: String = "%s/%s" % [GENERATORS_DIRECTORY_PATH, entry_name]
|
|
var generator_resource: Resource = load(generator_path)
|
|
if generator_resource is CurrencyGeneratorData:
|
|
var gen_data: CurrencyGeneratorData = generator_resource
|
|
if String(gen_data.id) == generator_id:
|
|
directory.list_dir_end()
|
|
return gen_data
|
|
|
|
entry_name = directory.get_next()
|
|
directory.list_dir_end()
|
|
|
|
return null
|