Integrate save system
This commit is contained in:
		| @@ -6,7 +6,6 @@ import { addButton } from "./button.ts"; | ||||
| import { getPlayerProgress } from "./playerprogress.ts"; | ||||
| import { getStateManager } from "./statemanager.ts"; | ||||
| import { getCheckModal } from "./checkmodal.ts"; | ||||
| import { saveGame } from "./save.ts"; | ||||
|  | ||||
| type Button = { | ||||
|   label: string; | ||||
| @@ -113,7 +112,6 @@ export class Hotbar { | ||||
|       }, | ||||
|       () => { | ||||
|         getStateManager().advance(); | ||||
|         saveGame(); | ||||
|       }, | ||||
|     ); | ||||
|   } | ||||
|   | ||||
| @@ -2,5 +2,5 @@ import { hostGame } from "./engine/internal/host.ts"; | ||||
| import { game } from "./game.ts"; | ||||
| import { getStateManager } from "./statemanager.ts"; | ||||
|  | ||||
| getStateManager().startFirstGame(); | ||||
| getStateManager().startOrLoadFirstGame(); | ||||
| hostGame(game); | ||||
|   | ||||
| @@ -27,7 +27,7 @@ export class PlayerProgress { | ||||
|   #thrallsDeliveredItem: number[]; | ||||
|  | ||||
|   constructor(args: NewRoundConfig | SaveFileV1) { | ||||
|     if ("asSuccesor" in args) { | ||||
|     if ("asSuccessor" in args) { | ||||
|       //asSuccessor: SuccessorOption, withWish: Wish | null) { | ||||
|       const config = args as NewRoundConfig; | ||||
|       const asSuccessor = config.asSuccessor; | ||||
| @@ -381,6 +381,10 @@ export function initPlayerProgress( | ||||
|   active = new PlayerProgress({ asSuccessor: asSuccessor, withWish: withWish }); | ||||
| } | ||||
|  | ||||
| export function rehydratePlayerProgress(savefile: SaveFileV1) { | ||||
|   active = new PlayerProgress(savefile); | ||||
| } | ||||
|  | ||||
| export function getPlayerProgress(): PlayerProgress { | ||||
|   if (active == null) { | ||||
|     throw new Error( | ||||
|   | ||||
							
								
								
									
										13
									
								
								src/save.ts
									
									
									
									
									
								
							
							
						
						
									
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								src/save.ts
									
									
									
									
									
								
							| @@ -2,6 +2,7 @@ import { getPlayerProgress } from "./playerprogress"; | ||||
| import { getStateManager } from "./statemanager"; | ||||
| import { getThralls } from "./thralls"; | ||||
| import { SaveFileV1, mustBeSaveFileV1 } from "./saveformat"; | ||||
| import { getHuntMode } from "./huntmode.ts"; | ||||
|  | ||||
| export interface SaveFile { | ||||
|   version: string; | ||||
| @@ -56,7 +57,7 @@ function readFromSlot(slot: SaveSlot): SaveFileV1LoadResult { | ||||
| /// Reads the more recent valid save file, if either is valid. If no save files | ||||
| /// are present, `file` and `error` will both be absent. If an invalid save | ||||
| /// file is discovered, `error` will refer to the issue(s) detected. | ||||
| function readBestSave(): SaveFileV1LoadResult { | ||||
| export function readBestSave(): SaveFileV1LoadResult { | ||||
|   const from1 = readFromSlot("FLEDGLING_SLOT_1"); | ||||
|   const from2 = readFromSlot("FLEDGLING_SLOT_2"); | ||||
|   if (from1.file && from2.file) { | ||||
| @@ -96,6 +97,7 @@ export function saveGame() { | ||||
| function extractCurrentState(): SaveFileV1 { | ||||
|   const progress = getPlayerProgress(); | ||||
|   const stateManager = getStateManager(); | ||||
|   const huntMode = getHuntMode(); | ||||
|   var thrallDamage: number[] = []; | ||||
|   const nThralls = getThralls().length; | ||||
|   for (let i = 0; i < nThralls; ++i) { | ||||
| @@ -115,10 +117,10 @@ function extractCurrentState(): SaveFileV1 { | ||||
|       psi: progress.getStat("PSI"), | ||||
|     }, | ||||
|     talents: { | ||||
|       agi: progress.getStat("AGI"), | ||||
|       int: progress.getStat("INT"), | ||||
|       cha: progress.getStat("CHA"), | ||||
|       psi: progress.getStat("PSI"), | ||||
|       agi: progress.getTalent("AGI"), | ||||
|       int: progress.getTalent("INT"), | ||||
|       cha: progress.getTalent("CHA"), | ||||
|       psi: progress.getTalent("PSI"), | ||||
|     }, | ||||
|     isInPenance: progress.isInPenance, | ||||
|     wishId: progress.getWish()?.id ?? -1, | ||||
| @@ -131,6 +133,7 @@ function extractCurrentState(): SaveFileV1 { | ||||
|     thrallDamage: thrallDamage, | ||||
|     thrallsObtainedItem: progress.getThrallObtainedItemIds(), | ||||
|     thrallsDeliveredItem: progress.getThrallDeliveredItemIds(), | ||||
|     depth: huntMode.getDepth(), | ||||
|   }; | ||||
| } | ||||
|  | ||||
|   | ||||
| @@ -27,6 +27,7 @@ export interface SaveFileV1 { | ||||
|   thrallDamage: number[]; // 0: thrall is absent or undamaged | ||||
|   thrallsObtainedItem: number[]; | ||||
|   thrallsDeliveredItem: number[]; | ||||
|   depth: number; | ||||
| } | ||||
|  | ||||
| /// Checks whether obj is a valid save file, as far as we can tell, and returns | ||||
| @@ -69,6 +70,7 @@ export function mustBeSaveFileV1(obj: unknown): SaveFileV1 { | ||||
|     thrallDamage: mustGetNumberArray(obj, "thrallDamage"), | ||||
|     thrallsObtainedItem: mustGetNumberArray(obj, "thrallsObtainedItem"), | ||||
|     thrallsDeliveredItem: mustGetNumberArray(obj, "thrallsDeliveredItem"), | ||||
|     depth: mustGetNumber(obj, "depth"), | ||||
|   }; | ||||
| } | ||||
|  | ||||
|   | ||||
| @@ -1,4 +1,8 @@ | ||||
| import { getPlayerProgress, initPlayerProgress } from "./playerprogress.ts"; | ||||
| import { | ||||
|   getPlayerProgress, | ||||
|   initPlayerProgress, | ||||
|   rehydratePlayerProgress, | ||||
| } from "./playerprogress.ts"; | ||||
| import { getHuntMode, HuntMode, initHuntMode } from "./huntmode.ts"; | ||||
| import { getVNModal } from "./vnmodal.ts"; | ||||
| import { getScorer } from "./scorer.ts"; | ||||
| @@ -11,6 +15,7 @@ import { generateName } from "./namegen.ts"; | ||||
| import { photogenicThralls } from "./thralls.ts"; | ||||
| import { choose } from "./utils.ts"; | ||||
| import { SaveFileV1 } from "./saveformat.ts"; | ||||
| import { readBestSave, saveGame } from "./save.ts"; | ||||
|  | ||||
| const N_TURNS: number = 9; | ||||
|  | ||||
| @@ -32,6 +37,23 @@ export class StateManager { | ||||
|     return this.#revision; | ||||
|   } | ||||
|  | ||||
|   startOrLoadFirstGame() { | ||||
|     let save = readBestSave(); | ||||
|     if (save.file != null || save.error != null) { | ||||
|       const file = save.file; | ||||
|       const error = save.error; | ||||
|       getVNModal().play([ | ||||
|         { | ||||
|           type: "saveGameScreen", | ||||
|           file: file, | ||||
|           error: error, | ||||
|         }, | ||||
|       ]); | ||||
|       return; | ||||
|     } | ||||
|  | ||||
|     this.startFirstGame(); | ||||
|   } | ||||
|   startFirstGame() { | ||||
|     getVNModal().play([ | ||||
|       ...openingScene, | ||||
| @@ -65,7 +87,17 @@ export class StateManager { | ||||
|     sndSleep.play({ bgm: true }); | ||||
|   } | ||||
|  | ||||
|   resumeGame(saveFile: SaveFileV1) { | ||||
|     // hack: prepare depth which advance() uses | ||||
|     this.#turn = saveFile.turn; | ||||
|     this.#revision = saveFile.revision; | ||||
|     rehydratePlayerProgress(saveFile); | ||||
|     initHuntMode(new HuntMode(saveFile.depth, generateManor())); | ||||
|     this.advance(); | ||||
|   } | ||||
|  | ||||
|   advance() { | ||||
|     saveGame(); | ||||
|     if (this.#turn + 1 <= N_TURNS) { | ||||
|       this.#turn += 1; | ||||
|       getPlayerProgress().applyEndOfTurn(); | ||||
|   | ||||
| @@ -1,8 +1,13 @@ | ||||
| import { D, I } from "./engine/public.ts"; | ||||
| import { AlignX, AlignY, Point } from "./engine/datatypes.ts"; | ||||
| import { AlignX, AlignY, Point, Rect, Size } from "./engine/datatypes.ts"; | ||||
| import { withCamera } from "./layout.ts"; | ||||
| import { VNScene, VNSceneMessage, VNScenePart } from "./vnscene.ts"; | ||||
| import { C } from "./colors.ts"; | ||||
| import { DrawPile } from "./drawpile.ts"; | ||||
| import { wipeSaves } from "./save.ts"; | ||||
| import { SaveFileV1 } from "./saveformat.ts"; | ||||
| import { addButton } from "./button.ts"; | ||||
| import { getStateManager } from "./statemanager.ts"; | ||||
|  | ||||
| const WIDTH = 384; | ||||
| const HEIGHT = 384; | ||||
| @@ -90,6 +95,8 @@ function createCathexis(part: VNScenePart): SceneCathexis { | ||||
|     case "callback": | ||||
|       part?.callback(); | ||||
|       return new SkipCathexis(); | ||||
|     case "saveGameScreen": | ||||
|       return new SaveGameCathexis(part.file, part.error); | ||||
|   } | ||||
| } | ||||
|  | ||||
| @@ -112,7 +119,6 @@ class SceneMessageCathexis { | ||||
|     let firstFrame = !this.#gotOneFrame; | ||||
|     this.#gotOneFrame = true; | ||||
|  | ||||
|     // TODO: SFX | ||||
|     if (!firstFrame && I.isMouseClicked("leftMouse")) { | ||||
|       this.#done = true; | ||||
|     } | ||||
| @@ -152,3 +158,87 @@ class SkipCathexis { | ||||
|     throw new Error("shouldn't ever be drawn"); | ||||
|   } | ||||
| } | ||||
|  | ||||
| class SaveGameCathexis { | ||||
|   #drawpile: DrawPile; | ||||
|   #file: SaveFileV1 | null; | ||||
|   #error: string | null; | ||||
|   #done: boolean; | ||||
|  | ||||
|   constructor(file: SaveFileV1 | null, error: string | null) { | ||||
|     this.#drawpile = new DrawPile(); | ||||
|     this.#file = file; | ||||
|     this.#error = error; | ||||
|     if (this.#error != null && this.#file != null) { | ||||
|       throw new Error("can't have a savefile _and_ an error"); | ||||
|     } | ||||
|     this.#done = false; | ||||
|   } | ||||
|  | ||||
|   isDone() { | ||||
|     return this.#done; | ||||
|   } | ||||
|  | ||||
|   update() { | ||||
|     let name = this.#file?.name; | ||||
|     let turn = this.#file?.turn ?? 0; | ||||
|     let turnText = turn < 9 ? `${name}, Turn ${turn + 1}` : "Sentence of Fate"; | ||||
|     this.#drawpile.clear(); | ||||
|     this.#drawpile.add(0, () => { | ||||
|       D.drawText( | ||||
|         this.#error | ||||
|           ? `Your save file was invalid and could not be loaded: | ||||
|  | ||||
| ${this.#error}` | ||||
|           : "Resume from save?", | ||||
|         new Point(WIDTH / 2, HEIGHT / 2), | ||||
|         C.FG_BOLD, | ||||
|         { | ||||
|           alignX: AlignX.Center, | ||||
|           alignY: AlignY.Middle, | ||||
|           forceWidth: WIDTH, | ||||
|         }, | ||||
|       ); | ||||
|     }); | ||||
|  | ||||
|     addButton( | ||||
|       this.#drawpile, | ||||
|       "Clear Save", | ||||
|       new Rect(new Point(0, HEIGHT - 32), new Size(128, 32)), | ||||
|       this.#file != null, | ||||
|       () => { | ||||
|         wipeSaves(); | ||||
|         this.#file = null; | ||||
|       }, | ||||
|     ); | ||||
|     if (this.#file) { | ||||
|       let file = this.#file; | ||||
|       addButton( | ||||
|         this.#drawpile, | ||||
|         `Continue (${turnText})`, | ||||
|         new Rect(new Point(128, HEIGHT - 32), new Size(WIDTH - 128, 32)), | ||||
|         true, | ||||
|         () => { | ||||
|           getStateManager().resumeGame(file); | ||||
|           this.#done = true; | ||||
|         }, | ||||
|       ); | ||||
|     } else { | ||||
|       addButton( | ||||
|         this.#drawpile, | ||||
|         `Start New Game`, | ||||
|         new Rect(new Point(128, HEIGHT - 32), new Size(WIDTH - 128, 32)), | ||||
|         true, | ||||
|         () => { | ||||
|           getStateManager().startFirstGame(); | ||||
|           this.#done = true; | ||||
|         }, | ||||
|       ); | ||||
|     } | ||||
|     this.#drawpile.executeOnClick(); | ||||
|   } | ||||
|  | ||||
|   draw() { | ||||
|     this.#drawpile.draw(); | ||||
|   } | ||||
| } | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| import { Sound } from "./sound.ts"; | ||||
| import { SaveFileV1 } from "./saveformat.ts"; | ||||
|  | ||||
| export type VNSceneMessage = { | ||||
|   type: "message"; | ||||
| @@ -11,9 +12,18 @@ export type VNSceneCallback = { | ||||
|   callback: () => void; | ||||
| }; | ||||
|  | ||||
| export type VNSceneSaveGameScreen = { | ||||
|   type: "saveGameScreen"; | ||||
|   file: SaveFileV1 | null; | ||||
|   error: string | null; | ||||
| }; | ||||
|  | ||||
| export type VNSceneBasisPart = string | VNSceneMessage | VNSceneCallback; | ||||
| export type VNSceneBasis = VNSceneBasisPart[]; | ||||
| export type VNScenePart = VNSceneMessage | VNSceneCallback; | ||||
| export type VNScenePart = | ||||
|   | VNSceneMessage | ||||
|   | VNSceneCallback | ||||
|   | VNSceneSaveGameScreen; | ||||
| export type VNScene = VNScenePart[]; | ||||
|  | ||||
| export function compile(basis: VNSceneBasis): VNScene { | ||||
|   | ||||
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