196 lines
7.2 KiB
GDScript
196 lines
7.2 KiB
GDScript
extends Node
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## Autoload "Saves": world slots on disk.
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##
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## Each world is a folder under `root_dir` (user://worlds/<id>/) holding:
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## meta.json name, seed, created, last played, play time (read by the title screen)
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## world.json the game state, written by world.gd's collect_save()
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##
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## The world itself is regenerated from its seed, so a save only stores what
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## the player changed: their own state, placed pieces, chest contents, harvested
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## resources and collected pickups. That keeps saves small, and it's the same
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## data a dedicated server will persist in M2.
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##
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## Writes are atomic (temp file + rename) and the previous world.json is kept
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## as world.json.bak, so a crash mid-save can't destroy a world.
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const VERSION := 1
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var root_dir := "user://worlds"
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var current_id := "" ## world being played; "" = unsaved session (title screen, tests)
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func has_world() -> bool:
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return not current_id.is_empty()
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func world_seed() -> int:
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return int(read_meta(current_id).get("seed", 1337))
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func _dir(id: String) -> String:
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return root_dir.path_join(id)
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func list_worlds() -> Array:
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var out: Array = []
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var d := DirAccess.open(root_dir)
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if d == null:
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return out
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for id in d.get_directories():
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var m := read_meta(id)
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if not m.is_empty():
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m["id"] = id
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out.append(m)
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out.sort_custom(func(a, b): return float(a.get("last_played", 0)) > float(b.get("last_played", 0)))
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return out
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## `options` are the world's own settings, kept in meta.json (P4: "rot",
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## how fast food spoils: "normal", "slow" or "off").
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func create_world(world_name: String, seed: int, options: Dictionary = {}) -> String:
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DirAccess.make_dir_recursive_absolute(root_dir)
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var base := world_name.to_lower().replace(" ", "_").validate_filename()
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if base.is_empty():
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base = "world"
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var id := base
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var n := 2
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while DirAccess.dir_exists_absolute(_dir(id)):
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id = "%s_%d" % [base, n]
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n += 1
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DirAccess.make_dir_recursive_absolute(_dir(id))
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var now := Time.get_unix_time_from_system()
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var meta := {
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"name": world_name, "seed": seed, "created": now, "last_played": now,
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"play_time": 0.0, "version": VERSION, "worldlet": "valley",
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}
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for k in options:
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meta[k] = options[k]
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meta["home"] = String(meta.worldlet)
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_write_json(_dir(id).path_join("meta.json"), meta)
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return id
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## The world slot called exactly `id` (a server's world), made with `seed` if
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## it doesn't exist yet. An existing world keeps its own seed.
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func open_or_create(id: String, seed: int, worldlet: String = "valley") -> String:
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if not read_meta(id).is_empty():
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var had := int(read_meta(id).get("seed", seed))
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if had != seed:
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print("Saves: world '%s' was made with seed %d, so it keeps it (the config says %d)" % [id, had, seed])
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return id
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DirAccess.make_dir_recursive_absolute(_dir(id))
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var now := Time.get_unix_time_from_system()
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_write_json(_dir(id).path_join("meta.json"), {
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"name": id, "seed": seed, "created": now, "last_played": now,
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"play_time": 0.0, "version": VERSION, "worldlet": worldlet,
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})
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return id
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func delete_world(id: String) -> void:
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var dir := _dir(id)
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var d := DirAccess.open(dir)
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if d == null:
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return
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for sub in d.get_directories(): # (worldlets/, and a server's backups/)
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_remove_tree(dir.path_join(sub))
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for f in d.get_files():
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d.remove(f)
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DirAccess.remove_absolute(dir)
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if current_id == id:
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current_id = ""
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func read_meta(id: String) -> Dictionary:
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return _read_json(_dir(id).path_join("meta.json"))
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# --- worldlets in one world (J1, docs/WORLDLETS_DESIGN.md §10) --------------------
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# A world can span several worldlets (the journey). Each keeps its own state
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# file: the one it began in (its "home") is world.json, as before, so older
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# saves are unchanged; the others are worldlets/<id>.json. meta.json's
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# "worldlet" is where you are now, so that's the one loaded.
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## A land server (J3, `--land cove`) runs one worldlet of a server's world:
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## this is that worldlet ("" = whatever the world's meta says).
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var land := ""
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## The worldlet world `id` is being played in now.
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func worldlet_of(id: String) -> String:
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if not land.is_empty():
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return land
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return String(read_meta(id).get("worldlet", "valley"))
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## The worldlet world `id` began in (its world.json).
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func home_of(id: String) -> String:
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var m := read_meta(id)
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return String(m.get("home", m.get("worldlet", "valley")))
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## The state file for worldlet `w` of world `id`.
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func state_path(id: String, w: String) -> String:
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if w == home_of(id):
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return _dir(id).path_join("world.json")
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return _dir(id).path_join("worldlets/%s.json" % w)
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## Whether world `id` has been to worldlet `w` (has a state for it).
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func has_state(id: String, w: String) -> bool:
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return FileAccess.file_exists(state_path(id, w))
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## Moves world `id` to worldlet `to` (the next load is there), arriving at
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## `arrive` (a place the arriving world puts you: "sea_cave", "tunnel_bottom").
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func set_worldlet(id: String, to: String, arrive: String) -> void:
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var m := read_meta(id)
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if not m.has("home"):
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m["home"] = String(m.get("worldlet", "valley")) # (pin it before "worldlet" moves)
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m["worldlet"] = to
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m["arrive"] = arrive
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_write_json(_dir(id).path_join("meta.json"), m)
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## Where the next load should put you, once (then forgotten).
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func take_arrival(id: String) -> String:
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var m := read_meta(id)
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var a := String(m.get("arrive", ""))
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if not a.is_empty():
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m.erase("arrive")
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_write_json(_dir(id).path_join("meta.json"), m)
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return a
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## The state of the worldlet being played (or of worldlet `w`).
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func load_state(id: String, w: String = "") -> Dictionary:
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var path := state_path(id, worldlet_of(id) if w.is_empty() else w)
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var s := _read_json(path)
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if s.is_empty() and FileAccess.file_exists(path + ".bak"):
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push_warning("Saves: %s unreadable, using backup" % path.get_file())
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s = _read_json(path + ".bak")
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return s
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## Writes the state for `id` (the worldlet being played, or `w`) and
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## updates its meta. Returns true on success.
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func save_state(id: String, state: Dictionary, session_seconds: float, w: String = "") -> bool:
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var path := state_path(id, worldlet_of(id) if w.is_empty() else w)
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DirAccess.make_dir_recursive_absolute(path.get_base_dir())
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if FileAccess.file_exists(path):
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DirAccess.copy_absolute(path, path + ".bak")
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state["version"] = VERSION
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if not _write_json(path, state):
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return false
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var m := read_meta(id)
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m["last_played"] = Time.get_unix_time_from_system()
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m["play_time"] = float(m.get("play_time", 0.0)) + session_seconds
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_write_json(_dir(id).path_join("meta.json"), m)
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return true
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func _write_json(path: String, data: Dictionary) -> bool:
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var tmp := path + ".tmp"
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var f := FileAccess.open(tmp, FileAccess.WRITE)
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if f == null:
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push_error("Saves: can't write %s (%s)" % [tmp, error_string(FileAccess.get_open_error())])
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return false
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f.store_string(JSON.stringify(data, "\t"))
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f.close()
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return DirAccess.rename_absolute(tmp, path) == OK
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func _read_json(path: String) -> Dictionary:
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if not FileAccess.file_exists(path):
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return {}
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var data = JSON.parse_string(FileAccess.get_file_as_string(path))
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return data if typeof(data) == TYPE_DICTIONARY else {}
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static func _remove_tree(d: String) -> void:
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for sub in DirAccess.get_directories_at(d):
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_remove_tree(d.path_join(sub))
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for f in DirAccess.get_files_at(d):
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DirAccess.remove_absolute(d.path_join(f))
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DirAccess.remove_absolute(d)
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