Files
2025-12-25 17:57:33 +03:00

127 lines
3.3 KiB
GDScript

class_name CSaveManager
extends Node
@export var save_file_path := "user://save.bin"
@export var save_file_pass := "save_file_data"
const WEAPONS : Array[WeaponData] = [
preload("res://game/data/weapons/cannon_data.tres"),
preload("res://game/data/weapons/gatling_data.tres"),
preload("res://game/data/weapons/laser_data.tres"),
preload("res://game/data/weapons/launcher_data.tres"),
preload("res://game/data/weapons/minelayer_data.tres"),
preload("res://game/data/weapons/plasma_data.tres"),
preload("res://game/data/weapons/railgun_data.tres"),
preload("res://game/data/weapons/shrapnel_data.tres"),
preload("res://game/data/weapons/tesla_data.tres"),
]
const CATEGORY_GAME = "game"
const GAME_SEED = "seed"
const GAME_AREA_INDEX = "current_area_index"
const GAME_STAGE_INDEX = "current_stage_index"
const GAME_SECTOR_INDEX = "current_sector_index"
const CATEGORY_PLAYER = "player"
const PLAYER_WEAPONS = "weapon_ids"
const PLAYER_HULL = "hull"
var _save_file: ConfigFile
var game_data : GameData
var player_data : PlayerData
func _ready() -> void:
_save_file = ConfigFile.new()
game_data = GameData.new()
player_data = PlayerData.new()
_load()
static func get_weapon_data(weapon_id: String) -> WeaponData:
for weapon in WEAPONS:
if weapon.id == weapon_id:
return weapon
return null
func save() -> void:
_set_game_values()
_set_player_values()
_save_file.save_encrypted_pass(save_file_path, save_file_pass)
func new_game(game_seed: String) -> void:
game_data.reset()
player_data.reset()
game_data.game_seed = game_seed
func delete_game_data() -> void:
game_data = GameData.new()
save()
func _load() -> void:
if _save_file.load_encrypted_pass(save_file_path, save_file_pass) == OK:
_process_save_file()
save()
func _process_save_file() -> void:
_get_game_values()
_get_player_values()
func _set_game_values() -> void:
_save_file.set_value(CATEGORY_GAME, GAME_SEED, game_data.game_seed)
_save_file.set_value(CATEGORY_GAME, GAME_AREA_INDEX, game_data.current_area_index)
_save_file.set_value(CATEGORY_GAME, GAME_STAGE_INDEX, game_data.current_stage_index)
_save_file.set_value(CATEGORY_GAME, GAME_SECTOR_INDEX, game_data.current_sector_index)
func _set_player_values() -> void:
var weapon_ids : Array[String] = []
for weapon in player_data.weapons:
weapon_ids.append(weapon.id)
_save_file.set_value(CATEGORY_PLAYER, PLAYER_WEAPONS, weapon_ids)
_save_file.set_value(CATEGORY_PLAYER, PLAYER_HULL, player_data.hull)
func _get_game_values() -> void:
game_data.game_seed = _save_file.get_value(
CATEGORY_GAME, GAME_SEED, game_data.game_seed
)
game_data.current_area_index = _save_file.get_value(
CATEGORY_GAME, GAME_AREA_INDEX, game_data.current_area_index
)
game_data.current_stage_index = _save_file.get_value(
CATEGORY_GAME, GAME_STAGE_INDEX, game_data.current_stage_index
)
game_data.current_sector_index = _save_file.get_value(
CATEGORY_GAME, GAME_SECTOR_INDEX, game_data.current_sector_index
)
func _get_player_values() -> void:
var weapon_ids : Array[String] = _save_file.get_value(
CATEGORY_PLAYER, PLAYER_WEAPONS, []
)
for weapon_id in weapon_ids:
var weapon := get_weapon_data(weapon_id)
if weapon != null:
player_data.weapons.append(weapon)
player_data.hull = _save_file.get_value(
CATEGORY_PLAYER, PLAYER_HULL, player_data.hull
)