A little folders cleanup

This commit is contained in:
2ndbeam 2024-05-14 22:01:33 +03:00
commit 545da7be1f
90 changed files with 68 additions and 1661 deletions

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extends Node
class_name Game
## TODO: rewrite item system
enum ITEM_TYPE {VALUABLE, WEAPON, HULL, SHIELD, ENGINE, AMMUNITION}
enum AMMO_TYPE {NULL, LASER_ENERGY, ROCKETS}
enum BASE_TYPE {POWER, MINING, FOOD, TRADING, MODULE}
enum Faction {None, Player, Peaceful, Neutral, Aggressive}
#const DEFAULT_ITEM = preload("res://items/test_item.tres")
#const DEFAULT_WEAPON = preload("res://scenes/weapons/presets/SingleLaserMk1.tscn")
#const DEFAULT_HULL = preload("res://scenes/hulls/starterhull.tscn")
#const DEFAULT_ENGINE = preload("res://scenes/engines/starterengine.tscn")
#const DEFAULT_SHIELD = preload("res://scenes/shields/startershield.tscn")
const salt = "2ndbeam"
const gameversion = "Ifre 1.0"
const beta = false
static var profile : Profile = Profile.new()
## Creates a new profile if it doesn't exist
static func profile_create(profile_name : String) -> void:
profile = Profile.new()
profile.profile_meta['meta']['profile_name'] = profile_name
profile_save_from_meta(profile.profile_meta)
## Saves profile meta and includes game data if there is an active session.
static func profile_save(scene : Node) -> void:
if scene.name != "MainMenu":
profile.profile_meta['game'] = {
"ammo" : scene.ship.hull.ammunition,
"hp" : scene.ship.hull.hp,
"fuel" : scene.ship.hull.fuel,
"money" : scene.ship.money,
"cargo" : scene.ship.hull.cargo,
"hulls" : scene.ship.hulls,
"engines" : scene.ship.engines,
"shields" : scene.ship.shields,
"weapons" : scene.ship.weapons
}
if !scene.ship.quest.new or scene.ship.quest_completed:
profile.profile_meta['game']['quest'] = {
'type' : scene.ship.quest.type,
'progress_max' : scene.ship.quest.progress_max,
'reward_money' : scene.ship.quest.reward_money,
'restrictions' : scene.ship.quest.restrictions,
'data' : scene.ship.quest.data,
'got_reward' : scene.ship.quest_completed
}
profile.profile_meta['game']['ship_equipment'] = {
'hull' : scene.ship.hull.id,
'engine' : scene.ship.engine.id,
'shield' : scene.ship.shield.id,
'primary_weapon' : scene.ship.primary_slot.get_child(0).id,
'secondary_weapon' : scene.ship.secondary_slot.get_child(0).id
}
profile_save_from_meta(profile.profile_meta)
## Saves profile with provided profile meta
static func profile_save_from_meta(profile_meta : Dictionary) -> void:
var path = "user://"+profile_meta['meta']['profile_name']+".cosmic"
profile_meta['meta']['last_version'] = gameversion
profile_meta['meta']['last_updated'] = Time.get_datetime_string_from_system()
for key in profile_meta['meta']:
profile_meta['hash'][key] = (str(profile_meta['meta'][key]) + salt).sha256_buffer().hex_encode()
if 'game' in profile_meta:
for key in profile_meta['game']:
profile_meta['hash'][key] = (str(profile_meta['game'][key]) + salt).sha256_buffer().hex_encode()
var json_string = JSON.stringify(profile_meta, "\t")
var file = FileAccess.open(path, FileAccess.WRITE)
file.store_string(json_string)
## Returns profile meta of profile if it exists
static func profile_load(profile_name : String) -> Dictionary:
var path = "user://"+profile_name+".cosmic"
if not FileAccess.file_exists(path):
return {}
var file = FileAccess.open(path, FileAccess.READ)
var string = file.get_as_text()
var profile_meta = JSON.parse_string(string)
return profile_meta
## Deletes profile file if it exists
static func profile_delete(profile_name : String) -> void:
var path = "user://{profile}.cosmic".format({"profile": profile_name})
if FileAccess.file_exists(path):
var dir = DirAccess.open("user://")
dir.remove(path)
## Compares existing hash and calculated hash of file and if they are not equal resaves file with legit = false. Either way it returns profile meta.
static func profile_legit_check(profile_meta : Dictionary) -> Dictionary:
var old_hash = []
var new_hash = []
if profile_meta == {}:
return {}
for key in profile_meta['meta']:
old_hash.append(profile_meta['hash'][key])
new_hash.append((str(profile_meta['meta'][key]) + salt).sha256_buffer().hex_encode())
if 'game' in profile_meta:
for key in profile_meta['game']:
old_hash.append(profile_meta['hash'][key])
new_hash.append((str(profile_meta['game'][key]) + salt).sha256_buffer().hex_encode())
old_hash.sort()
new_hash.sort()
if old_hash == new_hash and profile_meta['meta']['legit']:
return profile_meta
profile_meta['meta']['legit'] = false
profile_save_from_meta(profile_meta)
return profile_meta
## Returns copy of loaded item resource in directory if it exists or DEFAULT_ITEM instead.
static func get_item(id : String) -> Item:
var path_name = id.to_lower().replace(" ", "_")
var path = "res://items/{name}.tres".format({"name": path_name})
if ResourceLoader.exists(path):
var res = load(path)
return res.duplicate()
return null
## Returns weapon packed scene if it exists or DEFAULT_WEAPON instead
static func get_weapon(id : String) -> PackedScene:
var path = "res://scenes/weapons/presets/{name}.tscn".format({"name": id})
var res = load(path)
return res
static func get_module(id : String, type : String) -> PackedScene:
var path = "res://scenes/{type}s/{name}.tscn".format({"name": id, "type": type})
var res = load(path)
return res

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extends Resource
class_name Item
@export var name : String
@export var description : String
@export var min_price : float
@export var max_price : float
@export var weight : float
@export var icon : Texture
@export var type : Game.ITEM_TYPE

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class_name Profile
var profile_meta = {
'hash' : {},
'meta' : {
'created_in_version' : Game.gameversion,
'creation_date' : Time.get_datetime_string_from_system(),
'last_version' : Game.gameversion,
'last_updated' : Time.get_datetime_string_from_system(),
'profile_name' : "",
'legit' : true
}
}
var path : set = _set_path
var is_root : set = _check_root
func _check_root(file_path):
return file_path == "user://.cosmic"
func _set_path(name):
return "user://{name}.cosmic".format({"name" : name})
static func create(meta):
var profile = Profile.new()
profile.profile_meta = meta
profile.path = profile.profile_meta['meta']['profile_name']
profile.is_root = profile.path
if profile.is_root:
profile.profile_meta['profiles'] = {}
return profile

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scripts/Classes/quest.gd Normal file
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class_name Quest
enum TYPE {ELIMINATION, DELIVERY, ESCORT, RACE, DIVERSE}
enum RESTRICTIONS{NO_DEATHS,NO_WEAPON,TIMER}
var type : Quest.TYPE = Quest.TYPE.ELIMINATION
var progress_max : int = 1
var progress : int = 0
var reward_money : float
var restrictions : Array[RESTRICTIONS] = []
var data : Dictionary = {}
var new : bool = true
signal quest_added
signal quest_ended
signal quest_failed
func create(type : TYPE, progress_max : int, reward_money : float, restrictions : Array[RESTRICTIONS] = [], data : Dictionary = {}) -> void:
self.type = type
self.progress_max = progress_max
self.reward_money = reward_money
self.restrictions = restrictions
self.data = data
quest_added.emit(self)
self.new = false
func do_progress() -> void:
progress += 1
if progress >= progress_max:
quest_ended.emit(true)
func fail() -> void:
quest_failed.emit(false)
func _restriction_no_deaths() -> void:
if restrictions.has(RESTRICTIONS.NO_DEATHS):
fail()
func _restriction_no_weapon() -> void:
if restrictions.has(RESTRICTIONS.NO_WEAPON):
fail()