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Funkin/source/funkin/data/freeplay/player/PlayerRegistry.hx

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package funkin.data.freeplay.player;
import funkin.data.freeplay.player.PlayerData;
import funkin.ui.freeplay.charselect.PlayableCharacter;
import funkin.ui.freeplay.charselect.ScriptedPlayableCharacter;
class PlayerRegistry extends BaseRegistry<PlayableCharacter, PlayerData>
{
/**
* The current version string for the stage data format.
* Handle breaking changes by incrementing this value
* and adding migration to the `migratePlayerData()` function.
*/
public static final PLAYER_DATA_VERSION:thx.semver.Version = "1.0.0";
public static final PLAYER_DATA_VERSION_RULE:thx.semver.VersionRule = "1.0.x";
public static var instance(get, never):PlayerRegistry;
static var _instance:Null<PlayerRegistry> = null;
static function get_instance():PlayerRegistry
{
if (_instance == null) _instance = new PlayerRegistry();
return _instance;
}
/**
* A mapping between stage character IDs and Freeplay playable character IDs.
*/
var ownedCharacterIds:Map<String, String> = [];
public function new()
{
super('PLAYER', 'players', PLAYER_DATA_VERSION_RULE);
}
public override function loadEntries():Void
{
super.loadEntries();
for (playerId in listEntryIds())
{
var player = fetchEntry(playerId);
if (player == null) continue;
var currentPlayerCharIds = player.getOwnedCharacterIds();
for (characterId in currentPlayerCharIds)
{
ownedCharacterIds.set(characterId, playerId);
}
}
log('Loaded ${countEntries()} playable characters with ${ownedCharacterIds.size()} associations.');
}
/**
* Get the playable character associated with a given stage character.
* @param characterId The stage character ID.
* @return The playable character.
*/
public function getCharacterOwnerId(characterId:Null<String>):Null<String>
{
if (characterId == null) return null;
return ownedCharacterIds[characterId];
}
/**
* Return true if the given stage character is associated with a specific playable character.
* If so, the level should only appear if that character is selected in Freeplay.
* @param characterId The stage character ID.
* @return Whether the character is owned by any one character.
*/
public function isCharacterOwned(characterId:String):Bool
{
return ownedCharacterIds.exists(characterId);
}
/**
* Read, parse, and validate the JSON data and produce the corresponding data object.
*/
public function parseEntryData(id:String):Null<PlayerData>
{
// JsonParser does not take type parameters,
// otherwise this function would be in BaseRegistry.
var parser = new json2object.JsonParser<PlayerData>();
parser.ignoreUnknownVariables = false;
switch (loadEntryFile(id))
{
case {fileName: fileName, contents: contents}:
parser.fromJson(contents, fileName);
default:
return null;
}
if (parser.errors.length > 0)
{
printErrors(parser.errors, id);
return null;
}
return parser.value;
}
/**
* Parse and validate the JSON data and produce the corresponding data object.
*
* NOTE: Must be implemented on the implementation class.
* @param contents The JSON as a string.
* @param fileName An optional file name for error reporting.
*/
public function parseEntryDataRaw(contents:String, ?fileName:String):Null<PlayerData>
{
var parser = new json2object.JsonParser<PlayerData>();
parser.ignoreUnknownVariables = false;
parser.fromJson(contents, fileName);
if (parser.errors.length > 0)
{
printErrors(parser.errors, fileName);
return null;
}
return parser.value;
}
function createScriptedEntry(clsName:String):PlayableCharacter
{
return ScriptedPlayableCharacter.init(clsName, "unknown");
}
function getScriptedClassNames():Array<String>
{
return ScriptedPlayableCharacter.listScriptClasses();
}
/**
* A list of all the playable characters from the base game, in order.
*/
public function listBaseGamePlayerIds():Array<String>
{
return ["bf", "pico"];
}
/**
* A list of all installed playable characters that are not from the base game.
*/
public function listModdedPlayerIds():Array<String>
{
return listEntryIds().filter(function(id:String):Bool {
return listBaseGamePlayerIds().indexOf(id) == -1;
});
}
}