cosmic/scripts/game.gd
2023-11-08 09:49:00 +03:00

110 lines
4.1 KiB
GDScript

extends Node
class_name Game
enum ITEM_TYPE {VALUABLE, WEAPON, MODULE, AMMUNITION}
enum AMMO_TYPE {NULL, LASER_ENERGY, ROCKETS}
const DEFAULT_ITEM = preload("res://items/test_item.tres")
const DEFAULT_WEAPON = preload("res://scenes/weapons/presets/SingleLaserMk1.tscn")
const gameversion = "Ictar 1.1"
## Creates new profile or resaves it if it exists
static func profile_create(profile_name : String) -> void:
var path = "user://"+profile_name+".cosmic"
if FileAccess.file_exists(path):
profile_save(profile_name, "menu")
return
var profile_meta = {
'hash' : {},
'meta' : {
'created_in_version' : gameversion,
'creation_date' : Time.get_datetime_string_from_system(),
'last_version' : gameversion,
'last_updated' : Time.get_datetime_string_from_system(),
'profile_name' : profile_name,
'legit' : true
}
}
var profile_meta_keys = profile_meta['meta'].keys()
for i in range(len(profile_meta_keys)):
profile_meta['hash'][i] = str(profile_meta['meta'][profile_meta_keys[i]]).sha256_buffer().hex_encode()
var file = FileAccess.open(path, FileAccess.WRITE)
var json_string = JSON.stringify(profile_meta, "\t")
file.store_string(json_string)
## Saves profile with new last_time and last_version keys or creates one if it doesn't exist
static func profile_save(profile_name : String, _gamestate : String) -> void:
var path = "user://"+profile_name+".cosmic"
if not FileAccess.file_exists(path):
profile_create(profile_name)
return
var profile_meta = profile_load(profile_name)
profile_save_from_meta(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()
var profile_meta_keys = profile_meta['meta'].keys()
for i in range(len(profile_meta_keys)):
profile_meta['hash'][i] = str(profile_meta['meta'][profile_meta_keys[i]]).sha256_buffer().hex_encode()
var file = FileAccess.open(path, FileAccess.WRITE)
var json_string = JSON.stringify(profile_meta, "\t")
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)
for meta in profile_meta:
print(meta, ": ", profile_meta[meta])
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.
static func profile_legit_check(profile_meta : Dictionary) -> void:
var old_hash = []
var new_hash = []
var profile_meta_keys = profile_meta['meta'].keys()
for i in range(len(profile_meta_keys)):
old_hash.append(profile_meta['hash'][str(i)])
new_hash.append(str(profile_meta['meta'][profile_meta_keys[i]]).sha256_buffer().hex_encode())
old_hash.sort()
new_hash.sort()
if old_hash == new_hash and profile_meta['meta']['legit']:
return
profile_meta['meta']['legit'] = false
profile_save_from_meta(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})
var res = load(path)
if res != null:
return res.duplicate()
else:
return DEFAULT_ITEM.duplicate()
## Returns weapon packed scene if it exists or DEFAULT_WEAPON instead
static func get_weapon(id : String) -> PackedScene:
var path_name = id.replace(" ", "")
var path = "res://weapons/presets/{name}.tscn".format({"name": path_name})
var res = load(path)
if res != null:
return res
else:
return DEFAULT_WEAPON