maxgame/addons/popochiu/engine/others/popochiu_save_load.gd
2025-07-17 01:49:18 -04:00

228 lines
6.6 KiB
GDScript

class_name PopochiuSaveLoad
extends Resource
## Class that allows to save and load game data.
##
## Thanks GDQuest for this! ↴↴↴
## https://github.com/GDQuest/godot-demos-2022/tree/main/save-game
# TODO: This could be in PopochiuSettings for devs to change the path
const SAVE_GAME_PATH := "user://save_%d.json"
#region Public #####################################################################################
func count_saves() -> int:
var saves := 0
for i in range(1, 5):
if FileAccess.file_exists(SAVE_GAME_PATH % i):
saves += 1
return saves
func get_saves_descriptions() -> Dictionary:
var saves := {}
for i in range(1, 5):
if FileAccess.file_exists(SAVE_GAME_PATH % i):
var opened := FileAccess.open(SAVE_GAME_PATH % i, FileAccess.READ)
if not opened:
PopochiuUtils.print_error(
"Could not open the file %s. Error code: %s" % [
SAVE_GAME_PATH % i, opened.get_open_error()
]
)
return {}
var content := opened.get_as_text()
opened.close()
var test_json_conv = JSON.new()
test_json_conv.parse(content)
if test_json_conv.data == null: continue
var loaded_data: Dictionary = test_json_conv.data
saves[i] = loaded_data.description
return saves
func save_game(slot := 1, description := "") -> bool:
var opened := FileAccess.open(SAVE_GAME_PATH % slot, FileAccess.WRITE)
if not opened:
PopochiuUtils.print_error(
"Could not open the file %s. Error code: %s" % [
SAVE_GAME_PATH % slot, opened.get_open_error()
]
)
return false
var data := {
description = description,
player = {
room = PopochiuUtils.r.current.script_name,
inventory = PopochiuUtils.i.items,
},
rooms = {}, # Stores the state of each PopochiuRoomData
characters = {}, # Stores the state of each PopochiuCharacterData
inventory_items = {}, # Stores the state of each PopochiuInventoryItemData
dialogs = {}, # Stores the state of each PopochiuDialog
globals = {}, # Stores the state of Globals
}
if PopochiuUtils.c.player:
data.player.id = PopochiuUtils.c.player.script_name
data.player.position = {
x = PopochiuUtils.c.player.global_position.x,
y = PopochiuUtils.c.player.global_position.y
}
# Go over each Popochiu type to save its current state -----------------------------------------
for type in ["rooms", "characters", "inventory_items", "dialogs"]:
_store_data(type, data)
# Save PopochiuGlobals.gd (Globals) ------------------------------------------------------------
# prop = {class_name, hint, hint_string, name, type, usage}
for prop in PopochiuUtils.globals.get_script().get_script_property_list():
if not prop.type in PopochiuResources.VALID_TYPES: continue
# Check if the property is a script variable (8192)
# or a export variable (8199)
if prop.usage == PROPERTY_USAGE_SCRIPT_VARIABLE or prop.usage == (
PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_SCRIPT_VARIABLE
):
data.globals[prop.name] = PopochiuUtils.globals[prop.name]
if PopochiuUtils.globals.has_method("on_save"):
data.globals.custom_data = PopochiuUtils.globals.on_save()
if data.globals.is_empty(): data.erase("globals")
# Write the JSON -------------------------------------------------------------------------------
var json_string := JSON.stringify(data)
opened.store_string(json_string)
opened.close()
return true
func load_game(slot := 1) -> Dictionary:
var opened := FileAccess.open(SAVE_GAME_PATH % slot, FileAccess.READ)
if not opened:
PopochiuUtils.print_error(
"Could not open the file %s. Error code: %s" % [
SAVE_GAME_PATH % slot, opened.get_open_error()
]
)
return {}
var content := opened.get_as_text()
opened.close()
var test_json_conv = JSON.new()
test_json_conv.parse(content)
var loaded_data: Dictionary = test_json_conv.data
# Load inventory items
for item in loaded_data.player.inventory:
PopochiuUtils.i.get_item_instance(item).add(false)
# Load main object states
for type in ["rooms", "characters", "inventory_items", "dialogs"]:
if loaded_data.has(type):
_load_state(type, loaded_data)
# Load globals
if loaded_data.has("globals"):
for prop in loaded_data.globals:
if typeof(PopochiuUtils.globals.get(prop)) == TYPE_NIL: continue
PopochiuUtils.globals[prop] = loaded_data.globals[prop]
if loaded_data.globals.has("custom_data")\
and PopochiuUtils.globals.has_method("on_load"):
PopochiuUtils.globals.on_load(loaded_data.globals.custom_data)
return loaded_data
#endregion
#region Private ####################################################################################
func _store_data(type: String, save: Dictionary) -> void:
for path in PopochiuResources.get_section(type):
# load the ___State.tres file
var data := load(path)
save[type][data.script_name] = {}
PopochiuResources.store_properties(save[type][data.script_name], data)
match type:
"rooms":
data.save_children_states()
for category in PopochiuResources.ROOM_CHILDREN:
save[type][data.script_name][category] = data[category]
save[type][data.script_name]["characters"] = data.characters
"dialogs":
save[type][data.script_name].options = {}
for opt in (data as PopochiuDialog).options:
save[type][data.script_name].options[opt.id] = {}
PopochiuResources.store_properties(
save[type][data.script_name].options[opt.id],
opt,
["id", "always_on"]
)
if save[type][data.script_name].is_empty():
save[type].erase(data.script_name)
if save[type].is_empty():
save.erase(type)
func _load_state(type: String, loaded_game: Dictionary) -> void:
for id in loaded_game[type]:
var state := load(PopochiuResources.get_data_value(type, id, ""))
for p in loaded_game[type][id]:
if p == "custom_data": continue
if type == "dialogs" and p == "options": continue
state[p] = loaded_game[type][id][p]
match type:
"rooms":
PopochiuUtils.r.rooms_states[id] = state
"characters":
PopochiuUtils.c.characters_states[id] = state
"inventory_items":
PopochiuUtils.i.items_states[id] = state
"dialogs":
PopochiuUtils.d.trees[id] = state
_load_dialog_options(state, loaded_game[type][id].options)
if loaded_game[type][id].has("custom_data")\
and state.has_method("on_load"):
state.on_load(loaded_game[type][id].custom_data)
func _load_dialog_options(
dialog: PopochiuDialog, loaded_options: Dictionary
) -> void:
for opt in dialog.options:
if not loaded_options.has(opt.id): continue
for prop in opt.get_script().get_script_property_list():
if prop.name == "always_on": continue
if loaded_options[opt.id].has(prop.name):
opt[prop.name] = loaded_options[opt.id][prop.name]
#endregion