-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathgame_instance.cpp
More file actions
177 lines (130 loc) · 4.77 KB
/
game_instance.cpp
File metadata and controls
177 lines (130 loc) · 4.77 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
#include "game_instance.hpp"
namespace tol {
GameInstance::GameInstance(const fs::path& exec_dir):
_state(GameState::PLAY), settings_changed(false), saves_dir(exec_dir / "saves") {}
void GameInstance::set_state(GameState state) {
_state = state;
}
GameState GameInstance::state() {
return _state;
}
bool GameInstance::isSettingsChanged() const {
return settings_changed;
}
void GameInstance::set_settings_changed(bool value) {
settings_changed = value;
}
json GameInstance::init() const {
auto save_file = saves_dir / "game.json";
std::ifstream ifs(save_file);
json save;
try {
save = json::parse(ifs);
} catch ([[maybe_unused]] std::exception& ex) {
save = json::object({ { "player",
{ { "position", { { "x", 543 }, { "y", 2845 } } },
{ "stats", player_default_stats },
{ "attacks", player_default_attacks },
{ "quests", { { "completed", nullptr }, { "active", nullptr } } },
{ "inventory", nullptr },
{ "useditems", nullptr } } } });
}
return save;
}
void GameInstance::remove() {
auto save_file = saves_dir / "game.json";
fs::remove(save_file);
}
void GameInstance::save(const PlayState& play_state) const {
if (!fs::exists(saves_dir)) {
fs::create_directory(saves_dir);
}
json save;
const auto& player = play_state.player();
auto player_pos = player.getPosition();
save["player"]["position"]["x"] = player_pos.x;
save["player"]["position"]["y"] = player_pos.y;
auto& stats = save["player"]["stats"];
const auto& player_stats = player.stats();
stats["health"] = player_stats.health().get();
stats["speed"] = player_stats.speed().get();
stats["experience"] = player_stats.experience().get();
stats["strength"] = player_stats.strength().get();
auto& attacks = save["player"]["attacks"] = json::array();
const auto& player_attacks = player.attacks();
for (const auto& attack: player_attacks) {
attacks.push_back(json::object({ { "name", attack.getName() }, { "damage", attack.getDamage() } }));
}
auto& inventory_array = save["player"]["inventory"] = json::array();
const auto& inventory_items = player.inventory().items();
for (const auto& [id, obj]: inventory_items) {
inventory_array.push_back(id);
}
auto& used_items = save["player"]["useditems"] = json::array();
for (const auto id: play_state.used_collectibles()) {
used_items.push_back(id);
}
auto& quests_json = save["player"]["quests"];
auto& completed_quests = quests_json["completed"] = json::array();
const auto& quests = play_state.quest_stack();
for (size_t i = 0; i < quests.count(); i++) {
if (quests.completed(i)) {
completed_quests.push_back(i);
}
}
quests_json["active"] = quests.getSelected();
std::ofstream ofs(saves_dir / "game.json", std::ofstream::out | std::ofstream::trunc);
ofs << save.dump(2);
}
void GameInstance::load(PlayState& play_state) {
auto& quest_stack = play_state.quest_stack();
for (size_t quest_id: load_quests()) {
quest_stack.quests[quest_id].setCompleted();
}
const auto& active_quest = load_active_quest();
if (!active_quest.is_null()) {
quest_stack.select(active_quest);
}
load_position(play_state);
play_state.set_inventory(load_inventory());
play_state.set_stats(load_stats());
play_state.set_attacks(load_attacks());
play_state.set_used_collectibles(load_used_items());
set_state(GameState::PLAY);
}
json GameInstance::load_attacks() const {
json save = init();
const auto& player = save["player"];
return get_or_else(player, "attacks", player_default_attacks);
}
json GameInstance::load_stats() const {
json save = init();
const auto& player = save["player"];
return get_or_else(player, "stats", player_default_stats);
}
void GameInstance::load_position(PlayState& play_state) {
json save = init();
auto& player_j = save["player"]["position"];
auto& player = play_state.player();
auto player_pos = player.getPosition();
const float x = get_or_else<float>(player_j, "x", player_pos.x);
const float y = get_or_else<float>(player_j, "y", player_pos.y);
player.setPosition(sf::Vector2f(x, y));
}
json GameInstance::load_inventory() const {
json save = init();
return get_or_else(save["player"], "inventory", json::array());
}
json GameInstance::load_used_items() const {
json save = init();
return get_or_else(save["player"], "useditems", json::array());
}
json GameInstance::load_quests() const {
json save = init();
return get_or_else(save["player"]["quests"], "completed", json::array());
}
json GameInstance::load_active_quest() const {
json save = init();
return get_or_else(save["player"]["quests"], "active", json::object());
}
} // namespace tol