mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-09-12 05:07:06 +00:00
Rewrite save data functionality (now with type safety and migration)
This commit is contained in:
parent
ed6bc553ed
commit
490b2f18d0
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@ -4,6 +4,7 @@ import flixel.FlxGame;
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import flixel.FlxState;
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import funkin.util.logging.CrashHandler;
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import funkin.MemoryCounter;
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import funkin.save.Save;
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import haxe.ui.Toolkit;
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import openfl.display.FPS;
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import openfl.display.Sprite;
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@ -84,6 +85,9 @@ class Main extends Sprite
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initHaxeUI();
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// George recommends binding the save before FlxGame is created.
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Save.load();
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addChild(new FlxGame(gameWidth, gameHeight, initialState, framerate, framerate, skipSplash, startFullscreen));
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#if hxcpp_debug_server
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@ -21,6 +21,8 @@ import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxColor;
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import funkin.data.song.SongRegistry;
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import funkin.save.Save;
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import funkin.save.Save.SaveScoreData;
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import flixel.util.FlxSpriteUtil;
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import flixel.util.FlxTimer;
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import funkin.Controls.Control;
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@ -623,11 +625,6 @@ class FreeplayState extends MusicBeatSubState
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fp.updateScore(Std.int(lerpScore));
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txtCompletion.text = Math.floor(lerpCompletion * 100) + "%";
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// trace(Highscore.getCompletion(songs[curSelected].songName, curDifficulty));
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// trace(intendedScore);
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// trace(lerpScore);
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// Highscore.getAllScores();
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var upP = controls.UI_UP_P;
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var downP = controls.UI_DOWN_P;
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@ -774,8 +771,6 @@ class FreeplayState extends MusicBeatSubState
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FlxG.sound.play(Paths.sound('cancelMenu'));
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// FlxTween.tween(dj, {x: -dj.width}, 0.2, {ease: FlxEase.quartOut});
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var longestTimer:Float = 0;
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for (grpSpr in exitMovers.keys())
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@ -909,9 +904,20 @@ class FreeplayState extends MusicBeatSubState
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if (curDifficulty < 0) curDifficulty = 2;
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if (curDifficulty > 2) curDifficulty = 0;
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// intendedScore = Highscore.getScore(songs[curSelected].songName, curDifficulty);
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intendedScore = Highscore.getScore(songs[curSelected].songName, curDifficulty);
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intendedCompletion = Highscore.getCompletion(songs[curSelected].songName, curDifficulty);
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var targetDifficulty:String = switch (curDifficulty)
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{
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case 0:
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'easy';
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case 1:
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'normal';
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case 2:
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'hard';
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default: 'normal';
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};
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var songScore:SaveScoreData = Save.get().getSongScore(songs[curSelected].songName, targetDifficulty);
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intendedScore = songScore.score;
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intendedCompletion = songScore.accuracy;
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grpDifficulties.group.forEach(function(spr) {
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spr.visible = false;
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@ -955,12 +961,20 @@ class FreeplayState extends MusicBeatSubState
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if (curSelected < 0) curSelected = grpCapsules.members.length - 1;
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if (curSelected >= grpCapsules.members.length) curSelected = 0;
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// selector.y = (70 * curSelected) + 30;
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var targetDifficulty:String = switch (curDifficulty)
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{
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case 0:
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'easy';
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case 1:
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'normal';
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case 2:
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'hard';
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default: 'normal';
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};
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// intendedScore = Highscore.getScore(songs[curSelected].songName, curDifficulty);
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intendedScore = Highscore.getScore(songs[curSelected].songName, curDifficulty);
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intendedCompletion = Highscore.getCompletion(songs[curSelected].songName, curDifficulty);
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// lerpScore = 0;
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var songScore:SaveScoreData = Save.get().getSongScore(songs[curSelected].songName, targetDifficulty);
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intendedScore = songScore.score;
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intendedCompletion = songScore.accuracy;
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#if PRELOAD_ALL
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// FlxG.sound.playMusic(Paths.inst(songs[curSelected].songName), 0);
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@ -2,183 +2,9 @@ package funkin;
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class Highscore
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{
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#if (haxe >= "4.0.0")
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public static var songScores:Map<String, Int> = new Map();
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#else
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public static var songScores:Map<String, Int> = new Map<String, Int>();
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#end
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#if (haxe >= "4.0.0")
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public static var songCompletion:Map<String, Float> = new Map();
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#else
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public static var songCompletion:Map<String, Float> = new Map<String, Float>();
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#end
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public static var tallies:Tallies = new Tallies();
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public static function saveScore(song:String, score:Int = 0, ?diff:Int = 0):Bool
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{
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var formattedSong:String = formatSong(song, diff);
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#if newgrounds
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NGio.postScore(score, song);
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#end
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if (songScores.exists(formattedSong))
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{
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if (songScores.get(formattedSong) < score)
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{
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setScore(formattedSong, score);
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return true;
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// new highscore
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}
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}
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else
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setScore(formattedSong, score);
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return false;
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}
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public static function saveScoreForDifficulty(song:String, score:Int = 0, diff:String = 'normal'):Bool
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{
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var diffInt:Int = 1;
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if (diff == 'easy') diffInt = 0;
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else if (diff == 'hard') diffInt = 2;
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return saveScore(song, score, diffInt);
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}
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public static function saveCompletion(song:String, completion:Float, diff:Int = 0):Bool
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{
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var formattedSong:String = formatSong(song, diff);
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if (songCompletion.exists(formattedSong))
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{
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if (songCompletion.get(formattedSong) < completion)
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{
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setCompletion(formattedSong, completion);
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return true;
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}
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}
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else
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setCompletion(formattedSong, completion);
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return false;
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}
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public static function saveCompletionForDifficulty(song:String, completion:Float, diff:String = 'normal'):Bool
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{
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var diffInt:Int = 1;
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if (diff == 'easy') diffInt = 0;
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else if (diff == 'hard') diffInt = 2;
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return saveCompletion(song, completion, diffInt);
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}
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public static function saveWeekScore(week:String, score:Int = 0, diff:Int = 0):Void
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{
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#if newgrounds
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NGio.postScore(score, 'Campaign ID $week');
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#end
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var formattedSong:String = formatSong(week, diff);
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if (songScores.exists(formattedSong))
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{
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if (songScores.get(formattedSong) < score) setScore(formattedSong, score);
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}
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else
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{
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setScore(formattedSong, score);
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}
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}
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public static function saveWeekScoreForDifficulty(week:String, score:Int = 0, diff:String = 'normal'):Void
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{
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var diffInt:Int = 1;
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if (diff == 'easy') diffInt = 0;
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else if (diff == 'hard') diffInt = 2;
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saveWeekScore(week, score, diffInt);
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}
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static function setCompletion(formattedSong:String, completion:Float):Void
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{
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songCompletion.set(formattedSong, completion);
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FlxG.save.data.songCompletion = songCompletion;
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FlxG.save.flush();
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}
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/**
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* YOU SHOULD FORMAT SONG WITH formatSong() BEFORE TOSSING IN SONG VARIABLE
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*/
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static function setScore(formattedSong:String, score:Int):Void
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{
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/** GeoKureli
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* References to Highscore were wrapped in `#if !switch` blocks. I wasn't sure if this
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* is because switch doesn't use NGio, or because switch has a different saving method.
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* I moved the compiler flag here, rather than using it everywhere else.
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*/
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#if ! switch
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// Reminder that I don't need to format this song, it should come formatted!
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songScores.set(formattedSong, score);
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FlxG.save.data.songScores = songScores;
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FlxG.save.flush();
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#end
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}
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public static function formatSong(song:String, diff:Int):String
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{
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var daSong:String = song;
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if (diff == 0) daSong += '-easy';
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else if (diff == 2) daSong += '-hard';
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return daSong;
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}
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public static function getScore(song:String, diff:Int):Int
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{
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if (!songScores.exists(formatSong(song, diff))) setScore(formatSong(song, diff), 0);
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return songScores.get(formatSong(song, diff));
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}
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public static function getCompletion(song, diff):Float
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{
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if (!songCompletion.exists(formatSong(song, diff))) setCompletion(formatSong(song, diff), 0);
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return songCompletion.get(formatSong(song, diff));
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}
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public static function getAllScores():Void
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{
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trace(songScores.toString());
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}
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public static function getWeekScore(week:Int, diff:Int):Int
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{
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if (!songScores.exists(formatSong('week' + week, diff))) setScore(formatSong('week' + week, diff), 0);
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return songScores.get(formatSong('week' + week, diff));
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}
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public static function load():Void
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{
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if (FlxG.save.data.songScores != null)
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{
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songScores = FlxG.save.data.songScores;
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}
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if (FlxG.save.data.songCompletion != null) songCompletion = FlxG.save.data.songCompletion;
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}
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}
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// i only do forward metadata cuz george did!
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@:forward
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abstract Tallies(RawTallies)
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{
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@ -46,7 +46,11 @@ class InitState extends FlxState
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{
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setupShit();
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loadSaveData();
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// loadSaveData(); // Moved to Main.hx
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// Load player options from save data.
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PreferencesMenu.initPrefs();
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// Load controls from save data.
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PlayerSettings.init();
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startGame();
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}
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@ -73,10 +77,6 @@ class InitState extends FlxState
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FlxG.sound.volumeDownKeys = [];
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FlxG.sound.muteKeys = [];
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// TODO: Make sure volume still saves/loads properly.
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// if (FlxG.save.data.volume != null) FlxG.sound.volume = FlxG.save.data.volume;
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// if (FlxG.save.data.mute != null) FlxG.sound.muted = FlxG.save.data.mute;
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// Set the game to a lower frame rate while it is in the background.
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FlxG.game.focusLostFramerate = 30;
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@ -212,24 +212,6 @@ class InitState extends FlxState
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ModuleHandler.callOnCreate();
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}
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/**
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* Retrive and parse data from the user's save.
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*/
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function loadSaveData()
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{
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// Bind save data.
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// TODO: Migrate save data to a better format.
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FlxG.save.bind('funkin', 'ninjamuffin99');
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// Load player options from save data.
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PreferencesMenu.initPrefs();
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// Load controls from save data.
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PlayerSettings.init();
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// Load highscores from save data.
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Highscore.load();
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// TODO: Load level/character/cosmetic unlocks from save data.
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}
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/**
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* Start the game.
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*
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@ -86,10 +86,10 @@ class NGio
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#end
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var onSessionFail:Error->Void = null;
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if (sessionId == null && FlxG.save.data.sessionId != null)
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if (sessionId == null && Save.get().ngSessionId != null)
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{
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trace("using stored session id");
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sessionId = FlxG.save.data.sessionId;
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sessionId = Save.get().ngSessionId;
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onSessionFail = function(error) savedSessionFailed = true;
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}
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#end
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@ -159,8 +159,8 @@ class NGio
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static function onNGLogin():Void
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{
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trace('logged in! user:${NG.core.user.name}');
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FlxG.save.data.sessionId = NG.core.sessionId;
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FlxG.save.flush();
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Save.get().ngSessionId = NG.core.sessionId;
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Save.get().flush();
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// Load medals then call onNGMedalFetch()
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NG.core.requestMedals(onNGMedalFetch);
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@ -174,8 +174,8 @@ class NGio
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{
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NG.core.logOut();
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FlxG.save.data.sessionId = null;
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FlxG.save.flush();
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Save.get().ngSessionId = null;
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Save.get().flush();
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}
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// --- MEDALS
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@ -1,5 +1,6 @@
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package funkin;
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import funkin.save.Save;
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import funkin.Controls;
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import flixel.FlxCamera;
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import funkin.input.PreciseInputManager;
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@ -11,121 +12,36 @@ import flixel.util.FlxSignal;
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// import props.Player;
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class PlayerSettings
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{
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static public var numPlayers(default, null) = 0;
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static public var numAvatars(default, null) = 0;
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static public var player1(default, null):PlayerSettings;
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static public var player2(default, null):PlayerSettings;
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public static var numPlayers(default, null) = 0;
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public static var numAvatars(default, null) = 0;
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public static var player1(default, null):PlayerSettings;
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public static var player2(default, null):PlayerSettings;
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static public var onAvatarAdd(default, null) = new FlxTypedSignal<PlayerSettings->Void>();
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static public var onAvatarRemove(default, null) = new FlxTypedSignal<PlayerSettings->Void>();
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public static var onAvatarAdd(default, null) = new FlxTypedSignal<PlayerSettings->Void>();
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public static var onAvatarRemove(default, null) = new FlxTypedSignal<PlayerSettings->Void>();
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public var id(default, null):Int;
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public var controls(default, null):Controls;
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// public var avatar:Player;
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// public var camera(get, never):PlayCamera;
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function new(id:Int)
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/**
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* Return the PlayerSettings for the given player number, or `null` if that player isn't active.
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*/
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public static function get(id:Int):Null<PlayerSettings>
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{
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trace('loading player settings for id: $id');
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this.id = id;
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this.controls = new Controls('player$id', None);
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#if CLEAR_INPUT_SAVE
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FlxG.save.data.controls = null;
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FlxG.save.flush();
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#end
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var useDefault = true;
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var controlData = FlxG.save.data.controls;
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if (controlData != null)
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return switch (id)
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{
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var keyData:Dynamic = null;
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if (id == 0 && controlData.p1 != null && controlData.p1.keys != null) keyData = controlData.p1.keys;
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else if (id == 1 && controlData.p2 != null && controlData.p2.keys != null) keyData = controlData.p2.keys;
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if (keyData != null)
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{
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useDefault = false;
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trace("loaded key data: " + haxe.Json.stringify(keyData));
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controls.fromSaveData(keyData, Keys);
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}
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}
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if (useDefault)
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{
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trace("falling back to default control scheme");
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controls.setKeyboardScheme(Solo);
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}
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// Apply loaded settings.
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PreciseInputManager.instance.initializeKeys(controls);
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case 1: player1;
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case 2: player2;
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default: null;
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};
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}
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function addGamepad(gamepad:FlxGamepad)
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{
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var useDefault = true;
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var controlData = FlxG.save.data.controls;
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if (controlData != null)
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{
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var padData:Dynamic = null;
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if (id == 0 && controlData.p1 != null && controlData.p1.pad != null) padData = controlData.p1.pad;
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else if (id == 1 && controlData.p2 != null && controlData.p2.pad != null) padData = controlData.p2.pad;
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if (padData != null)
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{
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useDefault = false;
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trace("loaded pad data: " + haxe.Json.stringify(padData));
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controls.addGamepadWithSaveData(gamepad.id, padData);
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}
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}
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if (useDefault) controls.addDefaultGamepad(gamepad.id);
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}
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public function saveControls()
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{
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if (FlxG.save.data.controls == null) FlxG.save.data.controls = {};
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var playerData:{?keys:Dynamic, ?pad:Dynamic}
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if (id == 0)
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{
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if (FlxG.save.data.controls.p1 == null) FlxG.save.data.controls.p1 = {};
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playerData = FlxG.save.data.controls.p1;
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}
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else
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{
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if (FlxG.save.data.controls.p2 == null) FlxG.save.data.controls.p2 = {};
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||||
playerData = FlxG.save.data.controls.p2;
|
||||
}
|
||||
|
||||
var keyData = controls.createSaveData(Keys);
|
||||
if (keyData != null)
|
||||
{
|
||||
playerData.keys = keyData;
|
||||
trace("saving key data: " + haxe.Json.stringify(keyData));
|
||||
}
|
||||
|
||||
if (controls.gamepadsAdded.length > 0)
|
||||
{
|
||||
var padData = controls.createSaveData(Gamepad(controls.gamepadsAdded[0]));
|
||||
if (padData != null)
|
||||
{
|
||||
trace("saving pad data: " + haxe.Json.stringify(padData));
|
||||
playerData.pad = padData;
|
||||
}
|
||||
}
|
||||
|
||||
FlxG.save.flush();
|
||||
}
|
||||
|
||||
static public function init():Void
|
||||
public static function init():Void
|
||||
{
|
||||
if (player1 == null)
|
||||
{
|
||||
player1 = new PlayerSettings(0);
|
||||
player1 = new PlayerSettings(1);
|
||||
++numPlayers;
|
||||
}
|
||||
|
||||
|
@ -137,26 +53,13 @@ class PlayerSettings
|
|||
var gamepad = FlxG.gamepads.getByID(i);
|
||||
if (gamepad != null) onGamepadAdded(gamepad);
|
||||
}
|
||||
}
|
||||
|
||||
// player1.controls.addDefaultGamepad(0);
|
||||
// }
|
||||
|
||||
// if (numGamepads > 1)
|
||||
// {
|
||||
// if (player2 == null)
|
||||
// {
|
||||
// player2 = new PlayerSettings(1, None);
|
||||
// ++numPlayers;
|
||||
// }
|
||||
|
||||
// var gamepad = FlxG.gamepads.getByID(1);
|
||||
// if (gamepad == null)
|
||||
// throw 'Unexpected null gamepad. id:0';
|
||||
|
||||
// player2.controls.addDefaultGamepad(1);
|
||||
// }
|
||||
|
||||
// DeviceManager.init();
|
||||
public static function reset()
|
||||
{
|
||||
player1 = null;
|
||||
player2 = null;
|
||||
numPlayers = 0;
|
||||
}
|
||||
|
||||
static function onGamepadAdded(gamepad:FlxGamepad)
|
||||
|
@ -164,86 +67,85 @@ class PlayerSettings
|
|||
player1.addGamepad(gamepad);
|
||||
}
|
||||
|
||||
/*
|
||||
public function setKeyboardScheme(scheme)
|
||||
{
|
||||
controls.setKeyboardScheme(scheme);
|
||||
}
|
||||
|
||||
static public function addAvatar(avatar:Player):PlayerSettings
|
||||
{
|
||||
var settings:PlayerSettings;
|
||||
|
||||
if (player1 == null)
|
||||
{
|
||||
player1 = new PlayerSettings(0, Solo);
|
||||
++numPlayers;
|
||||
}
|
||||
|
||||
if (player1.avatar == null)
|
||||
settings = player1;
|
||||
else
|
||||
{
|
||||
if (player2 == null)
|
||||
{
|
||||
if (player1.controls.keyboardScheme.match(Duo(true)))
|
||||
player2 = new PlayerSettings(1, Duo(false));
|
||||
else
|
||||
player2 = new PlayerSettings(1, None);
|
||||
++numPlayers;
|
||||
}
|
||||
|
||||
if (player2.avatar == null)
|
||||
settings = player2;
|
||||
else
|
||||
throw throw 'Invalid number of players: ${numPlayers + 1}';
|
||||
}
|
||||
++numAvatars;
|
||||
settings.avatar = avatar;
|
||||
avatar.settings = settings;
|
||||
|
||||
splitCameras();
|
||||
|
||||
onAvatarAdd.dispatch(settings);
|
||||
|
||||
return settings;
|
||||
}
|
||||
|
||||
static public function removeAvatar(avatar:Player):Void
|
||||
{
|
||||
var settings:PlayerSettings;
|
||||
|
||||
if (player1 != null && player1.avatar == avatar)
|
||||
settings = player1;
|
||||
else if (player2 != null && player2.avatar == avatar)
|
||||
{
|
||||
settings = player2;
|
||||
if (player1.controls.keyboardScheme.match(Duo(_)))
|
||||
player1.setKeyboardScheme(Solo);
|
||||
}
|
||||
else
|
||||
throw "Cannot remove avatar that is not for a player";
|
||||
|
||||
settings.avatar = null;
|
||||
while (settings.controls.gamepadsAdded.length > 0)
|
||||
{
|
||||
final id = settings.controls.gamepadsAdded.shift();
|
||||
settings.controls.removeGamepad(id);
|
||||
DeviceManager.releaseGamepad(FlxG.gamepads.getByID(id));
|
||||
}
|
||||
|
||||
--numAvatars;
|
||||
|
||||
splitCameras();
|
||||
|
||||
onAvatarRemove.dispatch(avatar.settings);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param id The player number this represents. This was refactored to START AT `1`.
|
||||
*/
|
||||
static public function reset()
|
||||
private function new(id:Int)
|
||||
{
|
||||
player1 = null;
|
||||
player2 = null;
|
||||
numPlayers = 0;
|
||||
trace('loading player settings for id: $id');
|
||||
|
||||
this.id = id;
|
||||
this.controls = new Controls('player$id', None);
|
||||
|
||||
var useDefault = true;
|
||||
if (Save.get().hasControls(id, Keys))
|
||||
{
|
||||
var keyControlData = Save.get().getControls(id, Keys);
|
||||
trace("keyControlData: " + haxe.Json.stringify(keyControlData));
|
||||
useDefault = false;
|
||||
controls.fromSaveData(keyControlData, Keys);
|
||||
}
|
||||
else
|
||||
{
|
||||
useDefault = true;
|
||||
}
|
||||
|
||||
if (useDefault)
|
||||
{
|
||||
trace("Loading default keyboard control scheme");
|
||||
controls.setKeyboardScheme(Solo);
|
||||
}
|
||||
|
||||
// Apply loaded settings.
|
||||
PreciseInputManager.instance.initializeKeys(controls);
|
||||
}
|
||||
|
||||
/**
|
||||
* Called after an FlxGamepad has been detected.
|
||||
* @param gamepad The gamepad that was detected.
|
||||
*/
|
||||
function addGamepad(gamepad:FlxGamepad)
|
||||
{
|
||||
var useDefault = true;
|
||||
if (Save.get().hasControls(id, Gamepad(gamepad.id)))
|
||||
{
|
||||
var padControlData = Save.get().getControls(id, Gamepad(gamepad.id));
|
||||
trace("padControlData: " + haxe.Json.stringify(padControlData));
|
||||
useDefault = false;
|
||||
controls.addGamepadWithSaveData(gamepad.id, padControlData);
|
||||
}
|
||||
else
|
||||
{
|
||||
useDefault = true;
|
||||
}
|
||||
|
||||
if (useDefault)
|
||||
{
|
||||
trace("Loading gamepad control scheme");
|
||||
controls.addDefaultGamepad(gamepad.id);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Save this player's controls to the game's persistent save.
|
||||
*/
|
||||
public function saveControls()
|
||||
{
|
||||
var keyData = controls.createSaveData(Keys);
|
||||
if (keyData != null)
|
||||
{
|
||||
trace("saving key data: " + haxe.Json.stringify(keyData));
|
||||
Save.get().setControls(id, Keys, keyData);
|
||||
}
|
||||
|
||||
if (controls.gamepadsAdded.length > 0)
|
||||
{
|
||||
var padData = controls.createSaveData(Gamepad(controls.gamepadsAdded[0]));
|
||||
if (padData != null)
|
||||
{
|
||||
trace("saving pad data: " + haxe.Json.stringify(padData));
|
||||
Save.get().setControls(id, Gamepad(controls.gamepadsAdded[0]), padData);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -86,10 +86,10 @@ class NGUtil
|
|||
#end
|
||||
|
||||
var onSessionFail:Error->Void = null;
|
||||
if (sessionId == null && FlxG.save.data.sessionId != null)
|
||||
if (sessionId == null && Save.get().ngSessionId != null)
|
||||
{
|
||||
trace("using stored session id");
|
||||
sessionId = FlxG.save.data.sessionId;
|
||||
sessionId = Save.get().ngSessionId;
|
||||
onSessionFail = function(error) savedSessionFailed = true;
|
||||
}
|
||||
#end
|
||||
|
@ -159,8 +159,8 @@ class NGUtil
|
|||
static function onNGLogin():Void
|
||||
{
|
||||
trace('logged in! user:${NG.core.user.name}');
|
||||
FlxG.save.data.sessionId = NG.core.sessionId;
|
||||
FlxG.save.flush();
|
||||
Save.get().ngSessionId = NG.core.sessionId;
|
||||
Save.get().flush();
|
||||
// Load medals then call onNGMedalFetch()
|
||||
NG.core.requestMedals(onNGMedalFetch);
|
||||
|
||||
|
@ -174,8 +174,8 @@ class NGUtil
|
|||
{
|
||||
NG.core.logOut();
|
||||
|
||||
FlxG.save.data.sessionId = null;
|
||||
FlxG.save.flush();
|
||||
Save.get().ngSessionId = null;
|
||||
Save.get().flush();
|
||||
}
|
||||
|
||||
// --- MEDALS
|
||||
|
|
|
@ -14,6 +14,7 @@ import funkin.data.level.LevelRegistry;
|
|||
import funkin.data.notestyle.NoteStyleRegistry;
|
||||
import funkin.play.cutscene.dialogue.ConversationDataParser;
|
||||
import funkin.play.cutscene.dialogue.DialogueBoxDataParser;
|
||||
import funkin.save.Save;
|
||||
import funkin.play.cutscene.dialogue.SpeakerDataParser;
|
||||
import funkin.data.song.SongRegistry;
|
||||
|
||||
|
@ -59,7 +60,7 @@ class PolymodHandler
|
|||
createModRoot();
|
||||
|
||||
trace("Initializing Polymod (using configured mods)...");
|
||||
loadModsById(getEnabledModIds());
|
||||
loadModsById(Save.get().enabledModIds);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -232,33 +233,9 @@ class PolymodHandler
|
|||
return modIds;
|
||||
}
|
||||
|
||||
public static function setEnabledMods(newModList:Array<String>):Void
|
||||
{
|
||||
FlxG.save.data.enabledMods = newModList;
|
||||
// Make sure to COMMIT the changes.
|
||||
FlxG.save.flush();
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the list of enabled mods.
|
||||
* @return Array<String>
|
||||
*/
|
||||
public static function getEnabledModIds():Array<String>
|
||||
{
|
||||
if (FlxG.save.data.enabledMods == null)
|
||||
{
|
||||
// NOTE: If the value is null, the enabled mod list is unconfigured.
|
||||
// Currently, we default to disabling newly installed mods.
|
||||
// If we want to auto-enable new mods, but otherwise leave the configured list in place,
|
||||
// we will need some custom logic.
|
||||
FlxG.save.data.enabledMods = [];
|
||||
}
|
||||
return FlxG.save.data.enabledMods;
|
||||
}
|
||||
|
||||
public static function getEnabledMods():Array<ModMetadata>
|
||||
{
|
||||
var modIds = getEnabledModIds();
|
||||
var modIds = Save.get().enabledModIds;
|
||||
var modMetadata = getAllMods();
|
||||
var enabledMods = [];
|
||||
for (item in modMetadata)
|
||||
|
|
|
@ -25,6 +25,7 @@ import flixel.ui.FlxBar;
|
|||
import flixel.util.FlxColor;
|
||||
import flixel.util.FlxTimer;
|
||||
import funkin.audio.VoicesGroup;
|
||||
import funkin.save.Save;
|
||||
import funkin.Highscore.Tallies;
|
||||
import funkin.input.PreciseInputManager;
|
||||
import funkin.modding.events.ScriptEvent;
|
||||
|
@ -2495,9 +2496,32 @@ class PlayState extends MusicBeatSubState
|
|||
if (currentSong != null && currentSong.validScore)
|
||||
{
|
||||
// crackhead double thingie, sets whether was new highscore, AND saves the song!
|
||||
Highscore.tallies.isNewHighscore = Highscore.saveScoreForDifficulty(currentSong.id, songScore, currentDifficulty);
|
||||
var data =
|
||||
{
|
||||
score: songScore,
|
||||
tallies:
|
||||
{
|
||||
killer: Highscore.tallies.killer,
|
||||
sick: Highscore.tallies.sick,
|
||||
good: Highscore.tallies.good,
|
||||
bad: Highscore.tallies.bad,
|
||||
shit: Highscore.tallies.shit,
|
||||
missed: Highscore.tallies.missed,
|
||||
combo: Highscore.tallies.combo,
|
||||
maxCombo: Highscore.tallies.maxCombo,
|
||||
totalNotesHit: Highscore.tallies.totalNotesHit,
|
||||
totalNotes: Highscore.tallies.totalNotes,
|
||||
},
|
||||
accuracy: Highscore.tallies.totalNotesHit / Highscore.tallies.totalNotes,
|
||||
};
|
||||
|
||||
Highscore.saveCompletionForDifficulty(currentSong.id, Highscore.tallies.totalNotesHit / Highscore.tallies.totalNotes, currentDifficulty);
|
||||
if (Save.get().isSongHighScore(currentSong.id, currentDifficulty, data))
|
||||
{
|
||||
Save.get().setSongScore(currentSong.id, currentDifficulty, data);
|
||||
#if newgrounds
|
||||
NGio.postScore(score, currentSong.id);
|
||||
#end
|
||||
}
|
||||
}
|
||||
|
||||
if (PlayStatePlaylist.isStoryMode)
|
||||
|
@ -2521,11 +2545,35 @@ class PlayState extends MusicBeatSubState
|
|||
if (currentSong.validScore)
|
||||
{
|
||||
NGio.unlockMedal(60961);
|
||||
Highscore.saveWeekScoreForDifficulty(PlayStatePlaylist.campaignId, PlayStatePlaylist.campaignScore, currentDifficulty);
|
||||
}
|
||||
|
||||
// FlxG.save.data.weekUnlocked = StoryMenuState.weekUnlocked;
|
||||
FlxG.save.flush();
|
||||
var data =
|
||||
{
|
||||
score: PlayStatePlaylist.campaignScore,
|
||||
tallies:
|
||||
{
|
||||
// TODO: Sum up the values for the whole level!
|
||||
killer: 0,
|
||||
sick: 0,
|
||||
good: 0,
|
||||
bad: 0,
|
||||
shit: 0,
|
||||
missed: 0,
|
||||
combo: 0,
|
||||
maxCombo: 0,
|
||||
totalNotesHit: 0,
|
||||
totalNotes: 0,
|
||||
},
|
||||
accuracy: Highscore.tallies.totalNotesHit / Highscore.tallies.totalNotes,
|
||||
};
|
||||
|
||||
if (Save.get().isLevelHighScore(PlayStatePlaylist.campaignId, currentDifficulty, data))
|
||||
{
|
||||
Save.get().setLevelScore(PlayStatePlaylist.campaignId, currentDifficulty, data);
|
||||
#if newgrounds
|
||||
NGio.postScore(score, 'Level ${PlayStatePlaylist.campaignId}');
|
||||
#end
|
||||
}
|
||||
}
|
||||
|
||||
if (isSubState)
|
||||
{
|
||||
|
|
686
source/funkin/save/Save.hx
Normal file
686
source/funkin/save/Save.hx
Normal file
|
@ -0,0 +1,686 @@
|
|||
package funkin.save;
|
||||
|
||||
import flixel.util.FlxSave;
|
||||
import funkin.save.migrator.SaveDataMigrator;
|
||||
import thx.semver.Version;
|
||||
import funkin.Controls.Device;
|
||||
import funkin.save.migrator.RawSaveData_v1_0_0;
|
||||
|
||||
@:nullSafety
|
||||
@:forward(volume, mute)
|
||||
abstract Save(RawSaveData)
|
||||
{
|
||||
public static final SAVE_DATA_VERSION:thx.semver.Version = "2.0.0";
|
||||
public static final SAVE_DATA_VERSION_RULE:thx.semver.VersionRule = "2.0.x";
|
||||
|
||||
// We load this version's saves from a new save path, to maintain SOME level of backwards compatibility.
|
||||
static final SAVE_PATH:String = 'FunkinCrew';
|
||||
static final SAVE_NAME:String = 'Funkin';
|
||||
|
||||
static final SAVE_PATH_LEGACY:String = 'ninjamuffin99';
|
||||
static final SAVE_NAME_LEGACY:String = 'funkin';
|
||||
|
||||
public static function load():Void
|
||||
{
|
||||
trace("[SAVE] Loading save...");
|
||||
|
||||
// Bind save data.
|
||||
loadFromSlot(1);
|
||||
}
|
||||
|
||||
public static function get():Save
|
||||
{
|
||||
return FlxG.save.data;
|
||||
}
|
||||
|
||||
/**
|
||||
* Constructing a new Save will load the default values.
|
||||
*/
|
||||
public function new()
|
||||
{
|
||||
this =
|
||||
{
|
||||
version: Save.SAVE_DATA_VERSION,
|
||||
|
||||
volume: 1.0,
|
||||
mute: false,
|
||||
|
||||
api:
|
||||
{
|
||||
newgrounds:
|
||||
{
|
||||
sessionId: null,
|
||||
}
|
||||
},
|
||||
scores:
|
||||
{
|
||||
// No saved scores.
|
||||
levels: [],
|
||||
songs: [],
|
||||
},
|
||||
options:
|
||||
{
|
||||
// Reasonable defaults.
|
||||
naughtyness: true,
|
||||
downscroll: false,
|
||||
flashingMenu: true,
|
||||
zoomCamera: true,
|
||||
debugDisplay: false,
|
||||
pauseOnTabOut: true,
|
||||
|
||||
controls:
|
||||
{
|
||||
// Leave controls blank so defaults are loaded.
|
||||
p1:
|
||||
{
|
||||
keyboard: {},
|
||||
gamepad: {},
|
||||
},
|
||||
p2:
|
||||
{
|
||||
keyboard: {},
|
||||
gamepad: {},
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
mods:
|
||||
{
|
||||
// No mods enabled.
|
||||
enabledMods: [],
|
||||
modSettings: [],
|
||||
},
|
||||
|
||||
optionsChartEditor:
|
||||
{
|
||||
// Reasonable defaults.
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* The current session ID for the logged-in Newgrounds user, or null if the user is cringe.
|
||||
*/
|
||||
public var ngSessionId(get, set):Null<String>;
|
||||
|
||||
function get_ngSessionId():Null<String>
|
||||
{
|
||||
return this.api.newgrounds.sessionId;
|
||||
}
|
||||
|
||||
function set_ngSessionId(value:Null<String>):Null<String>
|
||||
{
|
||||
return this.api.newgrounds.sessionId = value;
|
||||
}
|
||||
|
||||
public var enabledModIds(get, set):Array<String>;
|
||||
|
||||
function get_enabledModIds():Array<String>
|
||||
{
|
||||
return this.mods.enabledMods;
|
||||
}
|
||||
|
||||
function set_enabledModIds(value:Array<String>):Array<String>
|
||||
{
|
||||
return this.mods.enabledMods = value;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the score the user achieved for a given level on a given difficulty.
|
||||
*
|
||||
* @param levelId The ID of the level/week.
|
||||
* @param difficultyId The difficulty to check.
|
||||
* @return A data structure containing score, judgement counts, and accuracy. Returns `null` if no score is saved.
|
||||
*/
|
||||
public function getLevelScore(levelId:String, difficultyId:String = 'normal'):Null<SaveScoreData>
|
||||
{
|
||||
var level = this.scores.levels.get(levelId);
|
||||
if (level == null)
|
||||
{
|
||||
level = [];
|
||||
this.scores.levels.set(levelId, level);
|
||||
}
|
||||
|
||||
return level.get(difficultyId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply the score the user achieved for a given level on a given difficulty.
|
||||
*/
|
||||
public function setLevelScore(levelId:String, difficultyId:String, score:SaveScoreData):Void
|
||||
{
|
||||
var level = this.scores.levels.get(levelId);
|
||||
if (level == null)
|
||||
{
|
||||
level = [];
|
||||
this.scores.levels.set(levelId, level);
|
||||
}
|
||||
level.set(difficultyId, score);
|
||||
|
||||
flush();
|
||||
}
|
||||
|
||||
public function isLevelHighScore(levelId:String, difficultyId:String = 'normal', score:SaveScoreData):Bool
|
||||
{
|
||||
var level = this.scores.levels.get(levelId);
|
||||
if (level == null)
|
||||
{
|
||||
level = [];
|
||||
this.scores.levels.set(levelId, level);
|
||||
}
|
||||
|
||||
var currentScore = level.get(difficultyId);
|
||||
if (currentScore == null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return score.score > currentScore.score;
|
||||
}
|
||||
|
||||
public function hasBeatenLevel(levelId:String, ?difficultyList:Array<String>):Bool
|
||||
{
|
||||
if (difficultyList == null)
|
||||
{
|
||||
difficultyList = ['easy', 'normal', 'hard'];
|
||||
}
|
||||
for (difficulty in difficultyList)
|
||||
{
|
||||
var score:Null<SaveScoreData> = getLevelScore(levelId, difficulty);
|
||||
// TODO: Do we need to check accuracy/score here?
|
||||
if (score != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Return the score the user achieved for a given song on a given difficulty.
|
||||
*
|
||||
* @param songId The ID of the song.
|
||||
* @param difficultyId The difficulty to check.
|
||||
* @return A data structure containing score, judgement counts, and accuracy. Returns `null` if no score is saved.
|
||||
*/
|
||||
public function getSongScore(songId:String, difficultyId:String = 'normal'):Null<SaveScoreData>
|
||||
{
|
||||
var song = this.scores.songs.get(songId);
|
||||
if (song == null)
|
||||
{
|
||||
song = [];
|
||||
this.scores.songs.set(songId, song);
|
||||
}
|
||||
return song.get(difficultyId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply the score the user achieved for a given song on a given difficulty.
|
||||
*/
|
||||
public function setSongScore(songId:String, difficultyId:String, score:SaveScoreData):Void
|
||||
{
|
||||
var song = this.scores.songs.get(songId);
|
||||
if (song == null)
|
||||
{
|
||||
song = [];
|
||||
this.scores.songs.set(songId, song);
|
||||
}
|
||||
song.set(difficultyId, score);
|
||||
|
||||
flush();
|
||||
}
|
||||
|
||||
/**
|
||||
* Is the provided score data better than the current high score for the given song?
|
||||
* @param songId The song ID to check.
|
||||
* @param difficultyId The difficulty to check.
|
||||
* @param score The score to check.
|
||||
* @return Whether the score is better than the current high score.
|
||||
*/
|
||||
public function isSongHighScore(songId:String, difficultyId:String = 'normal', score:SaveScoreData):Bool
|
||||
{
|
||||
var song = this.scores.songs.get(songId);
|
||||
if (song == null)
|
||||
{
|
||||
song = [];
|
||||
this.scores.songs.set(songId, song);
|
||||
}
|
||||
|
||||
var currentScore = song.get(difficultyId);
|
||||
if (currentScore == null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return score.score > currentScore.score;
|
||||
}
|
||||
|
||||
/**
|
||||
* Has the provided song been beaten on one of the listed difficulties?
|
||||
* @param songId The song ID to check.
|
||||
* @param difficultyList The difficulties to check. Defaults to `easy`, `normal`, and `hard`.
|
||||
* @return Whether the song has been beaten on any of the listed difficulties.
|
||||
*/
|
||||
public function hasBeatenSong(songId:String, ?difficultyList:Array<String>):Bool
|
||||
{
|
||||
if (difficultyList == null)
|
||||
{
|
||||
difficultyList = ['easy', 'normal', 'hard'];
|
||||
}
|
||||
for (difficulty in difficultyList)
|
||||
{
|
||||
var score:Null<SaveScoreData> = getSongScore(songId, difficulty);
|
||||
// TODO: Do we need to check accuracy/score here?
|
||||
if (score != null)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public function getControls(playerId:Int, inputType:Device):SaveControlsData
|
||||
{
|
||||
switch (inputType)
|
||||
{
|
||||
case Keys:
|
||||
return (playerId == 0) ? this.options.controls.p1.keyboard : this.options.controls.p2.keyboard;
|
||||
case Gamepad(_):
|
||||
return (playerId == 0) ? this.options.controls.p1.gamepad : this.options.controls.p2.gamepad;
|
||||
}
|
||||
}
|
||||
|
||||
public function hasControls(playerId:Int, inputType:Device):Bool
|
||||
{
|
||||
var controls = getControls(playerId, inputType);
|
||||
var controlsFields = Reflect.fields(controls);
|
||||
return controlsFields.length > 0;
|
||||
}
|
||||
|
||||
public function setControls(playerId:Int, inputType:Device, controls:SaveControlsData):Void
|
||||
{
|
||||
switch (inputType)
|
||||
{
|
||||
case Keys:
|
||||
if (playerId == 0)
|
||||
{
|
||||
this.options.controls.p1.keyboard = controls;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.options.controls.p2.keyboard = controls;
|
||||
}
|
||||
case Gamepad(_):
|
||||
if (playerId == 0)
|
||||
{
|
||||
this.options.controls.p1.gamepad = controls;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.options.controls.p2.gamepad = controls;
|
||||
}
|
||||
}
|
||||
|
||||
flush();
|
||||
}
|
||||
|
||||
public function isCharacterUnlocked(characterId:String):Bool
|
||||
{
|
||||
switch (characterId)
|
||||
{
|
||||
case 'bf':
|
||||
return true;
|
||||
case 'pico':
|
||||
return hasBeatenLevel('weekend1');
|
||||
default:
|
||||
trace('Unknown character ID: ' + characterId);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this to make sure the save data is written to disk.
|
||||
*/
|
||||
public function flush():Void
|
||||
{
|
||||
FlxG.save.flush();
|
||||
}
|
||||
|
||||
/**
|
||||
* If you set slot to `2`, it will load an independe
|
||||
* @param slot
|
||||
*/
|
||||
static function loadFromSlot(slot:Int):Void
|
||||
{
|
||||
trace("[SAVE] Loading save from slot " + slot + "...");
|
||||
|
||||
FlxG.save.bind('$SAVE_NAME${slot}', SAVE_PATH);
|
||||
|
||||
if (FlxG.save.isEmpty())
|
||||
{
|
||||
trace('[SAVE] Save data is empty, checking for legacy save data...');
|
||||
var legacySaveData = fetchLegacySaveData();
|
||||
if (legacySaveData != null)
|
||||
{
|
||||
trace('[SAVE] Found legacy save data, converting...');
|
||||
FlxG.save.mergeData(SaveDataMigrator.migrateFromLegacy(legacySaveData));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
trace('[SAVE] Loaded save data.');
|
||||
FlxG.save.mergeData(SaveDataMigrator.migrate(FlxG.save.data));
|
||||
}
|
||||
|
||||
trace('[SAVE] Done loading save data.');
|
||||
trace(FlxG.save.data);
|
||||
}
|
||||
|
||||
static function fetchLegacySaveData():Null<RawSaveData_v1_0_0>
|
||||
{
|
||||
trace("[SAVE] Checking for legacy save data...");
|
||||
var legacySave:FlxSave = new FlxSave();
|
||||
legacySave.bind(SAVE_NAME_LEGACY, SAVE_PATH_LEGACY);
|
||||
if (legacySave?.data == null)
|
||||
{
|
||||
trace("[SAVE] No legacy save data found.");
|
||||
return null;
|
||||
}
|
||||
else
|
||||
{
|
||||
trace("[SAVE] Legacy save data found.");
|
||||
trace(legacySave.data);
|
||||
return cast legacySave.data;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* An anonymous structure containingg all the user's save data.
|
||||
*/
|
||||
typedef RawSaveData =
|
||||
{
|
||||
// Flixel save data.
|
||||
var volume:Float;
|
||||
var mute:Bool;
|
||||
|
||||
/**
|
||||
* A semantic versioning string for the save data format.
|
||||
*/
|
||||
var version:Version;
|
||||
|
||||
var api:SaveApiData;
|
||||
|
||||
/**
|
||||
* The user's saved scores.
|
||||
*/
|
||||
var scores:SaveHighScoresData;
|
||||
|
||||
/**
|
||||
* The user's preferences.
|
||||
*/
|
||||
var options:SaveDataOptions;
|
||||
|
||||
var mods:SaveDataMods;
|
||||
|
||||
/**
|
||||
* The user's preferences specific to the Chart Editor.
|
||||
*/
|
||||
var optionsChartEditor:SaveDataChartEditorOptions;
|
||||
};
|
||||
|
||||
typedef SaveApiData =
|
||||
{
|
||||
var newgrounds:SaveApiNewgroundsData;
|
||||
}
|
||||
|
||||
typedef SaveApiNewgroundsData =
|
||||
{
|
||||
var sessionId:Null<String>;
|
||||
}
|
||||
|
||||
/**
|
||||
* An anoymous structure containing options about the user's high scores.
|
||||
*/
|
||||
typedef SaveHighScoresData =
|
||||
{
|
||||
/**
|
||||
* Scores for each level (or week).
|
||||
*/
|
||||
var levels:SaveScoreLevelsData;
|
||||
|
||||
/**
|
||||
* Scores for individual songs.
|
||||
*/
|
||||
var songs:SaveScoreSongsData;
|
||||
};
|
||||
|
||||
typedef SaveDataMods =
|
||||
{
|
||||
var enabledMods:Array<String>;
|
||||
var modSettings:Map<String, Dynamic>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Key is the level ID, value is the SaveScoreLevelData.
|
||||
*/
|
||||
typedef SaveScoreLevelsData = Map<String, SaveScoreDifficultiesData>;
|
||||
|
||||
/**
|
||||
* Key is the song ID, value is the data for each difficulty.
|
||||
*/
|
||||
typedef SaveScoreSongsData = Map<String, SaveScoreDifficultiesData>;
|
||||
|
||||
/**
|
||||
* Key is the difficulty ID, value is the score.
|
||||
*/
|
||||
typedef SaveScoreDifficultiesData = Map<String, SaveScoreData>;
|
||||
|
||||
/**
|
||||
* An individual score. Contains the score, accuracy, and count of each judgement hit.
|
||||
*/
|
||||
typedef SaveScoreData =
|
||||
{
|
||||
/**
|
||||
* The score achieved.
|
||||
*/
|
||||
var score:Int;
|
||||
|
||||
/**
|
||||
* The count of each judgement hit.
|
||||
*/
|
||||
var tallies:SaveScoreTallyData;
|
||||
|
||||
/**
|
||||
* The accuracy percentage.
|
||||
*/
|
||||
var accuracy:Float;
|
||||
}
|
||||
|
||||
typedef SaveScoreTallyData =
|
||||
{
|
||||
var killer:Int;
|
||||
var sick:Int;
|
||||
var good:Int;
|
||||
var bad:Int;
|
||||
var shit:Int;
|
||||
var missed:Int;
|
||||
var combo:Int;
|
||||
var maxCombo:Int;
|
||||
var totalNotesHit:Int;
|
||||
var totalNotes:Int;
|
||||
}
|
||||
|
||||
/**
|
||||
* An anonymous structure containing all the user's options and preferences for the main game.
|
||||
* Every time you add a new option, it needs to be added here.
|
||||
*/
|
||||
typedef SaveDataOptions =
|
||||
{
|
||||
/**
|
||||
* Whether some particularly fowl language is displayed.
|
||||
* @default `true`
|
||||
*/
|
||||
var naughtyness:Bool;
|
||||
|
||||
/**
|
||||
* If enabled, the strumline is at the bottom of the screen rather than the top.
|
||||
* @default `false`
|
||||
*/
|
||||
var downscroll:Bool;
|
||||
|
||||
/**
|
||||
* If disabled, the main menu won't flash when entering a submenu.
|
||||
* @default `true`
|
||||
*/
|
||||
var flashingMenu:Bool;
|
||||
|
||||
/**
|
||||
* If disabled, the camera bump synchronized to the beat.
|
||||
* @default `false`
|
||||
*/
|
||||
var zoomCamera:Bool;
|
||||
|
||||
/**
|
||||
* If enabled, an FPS and memory counter will be displayed even if this is not a debug build.
|
||||
* @default `false`
|
||||
*/
|
||||
var debugDisplay:Bool;
|
||||
|
||||
/**
|
||||
* If enabled, the game will automatically pause when tabbing out.
|
||||
* @default `true`
|
||||
*/
|
||||
var pauseOnTabOut:Bool;
|
||||
|
||||
var controls:
|
||||
{
|
||||
var p1:
|
||||
{
|
||||
var keyboard:SaveControlsData;
|
||||
var gamepad:SaveControlsData;
|
||||
};
|
||||
var p2:
|
||||
{
|
||||
var keyboard:SaveControlsData;
|
||||
var gamepad:SaveControlsData;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
/**
|
||||
* An anonymous structure containing a specific player's bound keys.
|
||||
* Each key is an action name and each value is an array of keycodes.
|
||||
*
|
||||
* If a keybind is `null`, it needs to be reinitialized to the default.
|
||||
* If a keybind is `[]`, it is UNBOUND by the user and should not be rebound.
|
||||
*/
|
||||
typedef SaveControlsData =
|
||||
{
|
||||
/**
|
||||
* Keybind for navigating in the menu.
|
||||
* @default `Up Arrow`
|
||||
*/
|
||||
var ?UI_UP:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for navigating in the menu.
|
||||
* @default `Left Arrow`
|
||||
*/
|
||||
var ?UI_LEFT:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for navigating in the menu.
|
||||
* @default `Right Arrow`
|
||||
*/
|
||||
var ?UI_RIGHT:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for navigating in the menu.
|
||||
* @default `Down Arrow`
|
||||
*/
|
||||
var ?UI_DOWN:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for hitting notes.
|
||||
* @default `A` and `Left Arrow`
|
||||
*/
|
||||
var ?NOTE_LEFT:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for hitting notes.
|
||||
* @default `W` and `Up Arrow`
|
||||
*/
|
||||
var ?NOTE_UP:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for hitting notes.
|
||||
* @default `S` and `Down Arrow`
|
||||
*/
|
||||
var ?NOTE_DOWN:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for hitting notes.
|
||||
* @default `D` and `Right Arrow`
|
||||
*/
|
||||
var ?NOTE_RIGHT:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for continue/OK in menus.
|
||||
* @default `Enter` and `Space`
|
||||
*/
|
||||
var ?ACCEPT:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for back/cancel in menus.
|
||||
* @default `Escape`
|
||||
*/
|
||||
var ?BACK:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for pausing the game.
|
||||
* @default `Escape`
|
||||
*/
|
||||
var ?PAUSE:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for advancing cutscenes.
|
||||
* @default `Z` and `Space` and `Enter`
|
||||
*/
|
||||
var ?CUTSCENE_ADVANCE:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for skipping a cutscene.
|
||||
* @default `Escape`
|
||||
*/
|
||||
var ?CUTSCENE_SKIP:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for increasing volume.
|
||||
* @default `Plus`
|
||||
*/
|
||||
var ?VOLUME_UP:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for decreasing volume.
|
||||
* @default `Minus`
|
||||
*/
|
||||
var ?VOLUME_DOWN:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for muting/unmuting volume.
|
||||
* @default `Zero`
|
||||
*/
|
||||
var ?VOLUME_MUTE:Array<Int>;
|
||||
|
||||
/**
|
||||
* Keybind for restarting a song.
|
||||
* @default `R`
|
||||
*/
|
||||
var ?RESET:Array<Int>;
|
||||
}
|
||||
|
||||
/**
|
||||
* An anonymous structure containing all the user's options and preferences, specific to the Chart Editor.
|
||||
*/
|
||||
typedef SaveDataChartEditorOptions = {};
|
52
source/funkin/save/migrator/RawSaveData_v1_0_0.hx
Normal file
52
source/funkin/save/migrator/RawSaveData_v1_0_0.hx
Normal file
|
@ -0,0 +1,52 @@
|
|||
package funkin.save.migrator;
|
||||
|
||||
import thx.semver.Version;
|
||||
|
||||
typedef RawSaveData_v1_0_0 =
|
||||
{
|
||||
var seenVideo:Bool;
|
||||
var mute:Bool;
|
||||
var volume:Float;
|
||||
|
||||
var sessionId:String;
|
||||
|
||||
var songCompletion:Map<String, Float>;
|
||||
|
||||
var songScores:Map<String, Int>;
|
||||
|
||||
var ?controls:
|
||||
{
|
||||
?p1:SavePlayerControlsData_v1_0_0,
|
||||
?p2:SavePlayerControlsData_v1_0_0
|
||||
};
|
||||
var enabledMods:Array<String>;
|
||||
var weeksUnlocked:Array<Bool>;
|
||||
var windowSettings:Array<Bool>;
|
||||
}
|
||||
|
||||
typedef SavePlayerControlsData_v1_0_0 =
|
||||
{
|
||||
var keys:SaveControlsData_v1_0_0;
|
||||
var pad:SaveControlsData_v1_0_0;
|
||||
};
|
||||
|
||||
typedef SaveControlsData_v1_0_0 =
|
||||
{
|
||||
var ?ACCEPT:Array<Int>;
|
||||
var ?BACK:Array<Int>;
|
||||
var ?CUTSCENE_ADVANCE:Array<Int>;
|
||||
var ?CUTSCENE_SKIP:Array<Int>;
|
||||
var ?NOTE_DOWN:Array<Int>;
|
||||
var ?NOTE_LEFT:Array<Int>;
|
||||
var ?NOTE_RIGHT:Array<Int>;
|
||||
var ?NOTE_UP:Array<Int>;
|
||||
var ?PAUSE:Array<Int>;
|
||||
var ?RESET:Array<Int>;
|
||||
var ?UI_DOWN:Array<Int>;
|
||||
var ?UI_LEFT:Array<Int>;
|
||||
var ?UI_RIGHT:Array<Int>;
|
||||
var ?UI_UP:Array<Int>;
|
||||
var ?VOLUME_DOWN:Array<Int>;
|
||||
var ?VOLUME_MUTE:Array<Int>;
|
||||
var ?VOLUME_UP:Array<Int>;
|
||||
};
|
322
source/funkin/save/migrator/SaveDataMigrator.hx
Normal file
322
source/funkin/save/migrator/SaveDataMigrator.hx
Normal file
|
@ -0,0 +1,322 @@
|
|||
package funkin.save.migrator;
|
||||
|
||||
import funkin.save.Save;
|
||||
import funkin.save.migrator.RawSaveData_v1_0_0;
|
||||
import thx.semver.Version;
|
||||
import funkin.util.VersionUtil;
|
||||
|
||||
@:nullSafety
|
||||
class SaveDataMigrator
|
||||
{
|
||||
/**
|
||||
* Migrate from one 2.x version to another.
|
||||
*/
|
||||
public static function migrate(inputData:Dynamic):Save
|
||||
{
|
||||
// This deserializes directly into a `Version` object, not a `String`.
|
||||
var version:Null<Version> = inputData?.version ?? null;
|
||||
|
||||
if (version == null)
|
||||
{
|
||||
trace('[SAVE] No version found in save data! Returning blank data.');
|
||||
trace(inputData);
|
||||
return new Save();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (VersionUtil.validateVersionStr(version, Save.SAVE_DATA_VERSION_RULE))
|
||||
{
|
||||
// Simply cast the structured data.
|
||||
var save:Save = inputData;
|
||||
return save;
|
||||
}
|
||||
else
|
||||
{
|
||||
trace('[SAVE] Invalid save data version! Returning blank data.');
|
||||
trace(inputData);
|
||||
return new Save();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Migrate from 1.x to the latest version.
|
||||
*/
|
||||
public static function migrateFromLegacy(inputData:Dynamic):Save
|
||||
{
|
||||
var inputSaveData:RawSaveData_v1_0_0 = cast inputData;
|
||||
|
||||
var result:Save = new Save();
|
||||
|
||||
result.volume = inputSaveData.volume;
|
||||
result.mute = inputSaveData.mute;
|
||||
|
||||
result.ngSessionId = inputSaveData.sessionId;
|
||||
|
||||
// TODO: Port over the save data from the legacy save data format.
|
||||
migrateLegacyScores(result, inputSaveData);
|
||||
|
||||
migrateLegacyControls(result, inputSaveData);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
static function migrateLegacyScores(result:Save, inputSaveData:RawSaveData_v1_0_0):Void
|
||||
{
|
||||
if (inputSaveData.songCompletion == null)
|
||||
{
|
||||
inputSaveData.songCompletion = [];
|
||||
}
|
||||
|
||||
if (inputSaveData.songScores == null)
|
||||
{
|
||||
inputSaveData.songScores = [];
|
||||
}
|
||||
|
||||
migrateLegacyLevelScore(result, inputSaveData, 'week0');
|
||||
migrateLegacyLevelScore(result, inputSaveData, 'week1');
|
||||
migrateLegacyLevelScore(result, inputSaveData, 'week2');
|
||||
migrateLegacyLevelScore(result, inputSaveData, 'week3');
|
||||
migrateLegacyLevelScore(result, inputSaveData, 'week4');
|
||||
migrateLegacyLevelScore(result, inputSaveData, 'week5');
|
||||
migrateLegacyLevelScore(result, inputSaveData, 'week6');
|
||||
migrateLegacyLevelScore(result, inputSaveData, 'week7');
|
||||
|
||||
migrateLegacySongScore(result, inputSaveData, ['tutorial', 'Tutorial']);
|
||||
|
||||
migrateLegacySongScore(result, inputSaveData, ['bopeebo', 'Bopeebo']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['fresh', 'Fresh']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['dadbattle', 'Dadbattle']);
|
||||
|
||||
migrateLegacySongScore(result, inputSaveData, ['monster', 'Monster']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['south', 'South']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['spookeez', 'Spookeez']);
|
||||
|
||||
migrateLegacySongScore(result, inputSaveData, ['pico', 'Pico']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['philly-nice', 'Philly', 'philly', 'Philly-Nice']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['blammed', 'Blammed']);
|
||||
|
||||
migrateLegacySongScore(result, inputSaveData, ['satin-panties', 'Satin-Panties']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['high', 'High']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['milf', 'Milf', 'MILF']);
|
||||
|
||||
migrateLegacySongScore(result, inputSaveData, ['cocoa', 'Cocoa']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['eggnog', 'Eggnog']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['winter-horrorland', 'Winter-Horrorland']);
|
||||
|
||||
migrateLegacySongScore(result, inputSaveData, ['senpai', 'Senpai']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['roses', 'Roses']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['thorns', 'Thorns']);
|
||||
|
||||
migrateLegacySongScore(result, inputSaveData, ['ugh', 'Ugh']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['guns', 'Guns']);
|
||||
migrateLegacySongScore(result, inputSaveData, ['stress', 'Stress']);
|
||||
}
|
||||
|
||||
static function migrateLegacyLevelScore(result:Save, inputSaveData:RawSaveData_v1_0_0, levelId:String):Void
|
||||
{
|
||||
var scoreDataEasy:SaveScoreData =
|
||||
{
|
||||
score: inputSaveData.songScores.get('${levelId}-easy') ?? 0,
|
||||
accuracy: inputSaveData.songCompletion.get('${levelId}-easy') ?? 0.0,
|
||||
tallies:
|
||||
{
|
||||
killer: 0,
|
||||
sick: 0,
|
||||
good: 0,
|
||||
bad: 0,
|
||||
shit: 0,
|
||||
missed: 0,
|
||||
combo: 0,
|
||||
maxCombo: 0,
|
||||
totalNotesHit: 0,
|
||||
totalNotes: 0,
|
||||
}
|
||||
};
|
||||
result.setLevelScore(levelId, 'easy', scoreDataEasy);
|
||||
|
||||
var scoreDataNormal:SaveScoreData =
|
||||
{
|
||||
score: inputSaveData.songScores.get('${levelId}') ?? 0,
|
||||
accuracy: inputSaveData.songCompletion.get('${levelId}') ?? 0.0,
|
||||
tallies:
|
||||
{
|
||||
killer: 0,
|
||||
sick: 0,
|
||||
good: 0,
|
||||
bad: 0,
|
||||
shit: 0,
|
||||
missed: 0,
|
||||
combo: 0,
|
||||
maxCombo: 0,
|
||||
totalNotesHit: 0,
|
||||
totalNotes: 0,
|
||||
}
|
||||
};
|
||||
result.setLevelScore(levelId, 'normal', scoreDataNormal);
|
||||
|
||||
var scoreDataHard:SaveScoreData =
|
||||
{
|
||||
score: inputSaveData.songScores.get('${levelId}-hard') ?? 0,
|
||||
accuracy: inputSaveData.songCompletion.get('${levelId}-hard') ?? 0.0,
|
||||
tallies:
|
||||
{
|
||||
killer: 0,
|
||||
sick: 0,
|
||||
good: 0,
|
||||
bad: 0,
|
||||
shit: 0,
|
||||
missed: 0,
|
||||
combo: 0,
|
||||
maxCombo: 0,
|
||||
totalNotesHit: 0,
|
||||
totalNotes: 0,
|
||||
}
|
||||
};
|
||||
result.setLevelScore(levelId, 'hard', scoreDataHard);
|
||||
}
|
||||
|
||||
static function migrateLegacySongScore(result:Save, inputSaveData:RawSaveData_v1_0_0, songIds:Array<String>):Void
|
||||
{
|
||||
var scoreDataEasy:SaveScoreData =
|
||||
{
|
||||
score: 0,
|
||||
accuracy: 0,
|
||||
tallies:
|
||||
{
|
||||
killer: 0,
|
||||
sick: 0,
|
||||
good: 0,
|
||||
bad: 0,
|
||||
shit: 0,
|
||||
missed: 0,
|
||||
combo: 0,
|
||||
maxCombo: 0,
|
||||
totalNotesHit: 0,
|
||||
totalNotes: 0,
|
||||
}
|
||||
};
|
||||
|
||||
for (songId in songIds)
|
||||
{
|
||||
scoreDataEasy.score = Std.int(Math.max(scoreDataEasy.score, inputSaveData.songScores.get('${songId}-easy') ?? 0));
|
||||
scoreDataEasy.accuracy = Math.max(scoreDataEasy.accuracy, inputSaveData.songCompletion.get('${songId}-easy') ?? 0.0);
|
||||
}
|
||||
result.setSongScore(songIds[0], 'easy', scoreDataEasy);
|
||||
|
||||
var scoreDataNormal:SaveScoreData =
|
||||
{
|
||||
score: 0,
|
||||
accuracy: 0,
|
||||
tallies:
|
||||
{
|
||||
killer: 0,
|
||||
sick: 0,
|
||||
good: 0,
|
||||
bad: 0,
|
||||
shit: 0,
|
||||
missed: 0,
|
||||
combo: 0,
|
||||
maxCombo: 0,
|
||||
totalNotesHit: 0,
|
||||
totalNotes: 0,
|
||||
}
|
||||
};
|
||||
|
||||
for (songId in songIds)
|
||||
{
|
||||
scoreDataNormal.score = Std.int(Math.max(scoreDataNormal.score, inputSaveData.songScores.get('${songId}') ?? 0));
|
||||
scoreDataNormal.accuracy = Math.max(scoreDataNormal.accuracy, inputSaveData.songCompletion.get('${songId}') ?? 0.0);
|
||||
}
|
||||
result.setSongScore(songIds[0], 'normal', scoreDataNormal);
|
||||
|
||||
var scoreDataHard:SaveScoreData =
|
||||
{
|
||||
score: 0,
|
||||
accuracy: 0,
|
||||
tallies:
|
||||
{
|
||||
killer: 0,
|
||||
sick: 0,
|
||||
good: 0,
|
||||
bad: 0,
|
||||
shit: 0,
|
||||
missed: 0,
|
||||
combo: 0,
|
||||
maxCombo: 0,
|
||||
totalNotesHit: 0,
|
||||
totalNotes: 0,
|
||||
}
|
||||
};
|
||||
|
||||
for (songId in songIds)
|
||||
{
|
||||
scoreDataHard.score = Std.int(Math.max(scoreDataHard.score, inputSaveData.songScores.get('${songId}-hard') ?? 0));
|
||||
scoreDataHard.accuracy = Math.max(scoreDataHard.accuracy, inputSaveData.songCompletion.get('${songId}-hard') ?? 0.0);
|
||||
}
|
||||
result.setSongScore(songIds[0], 'hard', scoreDataHard);
|
||||
}
|
||||
|
||||
static function migrateLegacyControls(result:Save, inputSaveData:RawSaveData_v1_0_0):Void
|
||||
{
|
||||
var p1Data = inputSaveData?.controls?.p1;
|
||||
if (p1Data != null)
|
||||
{
|
||||
migrateLegacyPlayerControls(result, 1, p1Data);
|
||||
}
|
||||
|
||||
var p2Data = inputSaveData?.controls?.p2;
|
||||
if (p2Data != null)
|
||||
{
|
||||
migrateLegacyPlayerControls(result, 2, p2Data);
|
||||
}
|
||||
}
|
||||
|
||||
static function migrateLegacyPlayerControls(result:Save, playerId:Int, controlsData:SavePlayerControlsData_v1_0_0):Void
|
||||
{
|
||||
var outputKeyControls:SaveControlsData =
|
||||
{
|
||||
ACCEPT: controlsData?.keys?.ACCEPT ?? null,
|
||||
BACK: controlsData?.keys?.BACK ?? null,
|
||||
CUTSCENE_ADVANCE: controlsData?.keys?.CUTSCENE_ADVANCE ?? null,
|
||||
CUTSCENE_SKIP: controlsData?.keys?.CUTSCENE_SKIP ?? null,
|
||||
NOTE_DOWN: controlsData?.keys?.NOTE_DOWN ?? null,
|
||||
NOTE_LEFT: controlsData?.keys?.NOTE_LEFT ?? null,
|
||||
NOTE_RIGHT: controlsData?.keys?.NOTE_RIGHT ?? null,
|
||||
NOTE_UP: controlsData?.keys?.NOTE_UP ?? null,
|
||||
PAUSE: controlsData?.keys?.PAUSE ?? null,
|
||||
RESET: controlsData?.keys?.RESET ?? null,
|
||||
UI_DOWN: controlsData?.keys?.UI_DOWN ?? null,
|
||||
UI_LEFT: controlsData?.keys?.UI_LEFT ?? null,
|
||||
UI_RIGHT: controlsData?.keys?.UI_RIGHT ?? null,
|
||||
UI_UP: controlsData?.keys?.UI_UP ?? null,
|
||||
VOLUME_DOWN: controlsData?.keys?.VOLUME_DOWN ?? null,
|
||||
VOLUME_MUTE: controlsData?.keys?.VOLUME_MUTE ?? null,
|
||||
VOLUME_UP: controlsData?.keys?.VOLUME_UP ?? null,
|
||||
};
|
||||
|
||||
var outputPadControls:SaveControlsData =
|
||||
{
|
||||
ACCEPT: controlsData?.pad?.ACCEPT ?? null,
|
||||
BACK: controlsData?.pad?.BACK ?? null,
|
||||
CUTSCENE_ADVANCE: controlsData?.pad?.CUTSCENE_ADVANCE ?? null,
|
||||
CUTSCENE_SKIP: controlsData?.pad?.CUTSCENE_SKIP ?? null,
|
||||
NOTE_DOWN: controlsData?.pad?.NOTE_DOWN ?? null,
|
||||
NOTE_LEFT: controlsData?.pad?.NOTE_LEFT ?? null,
|
||||
NOTE_RIGHT: controlsData?.pad?.NOTE_RIGHT ?? null,
|
||||
NOTE_UP: controlsData?.pad?.NOTE_UP ?? null,
|
||||
PAUSE: controlsData?.pad?.PAUSE ?? null,
|
||||
RESET: controlsData?.pad?.RESET ?? null,
|
||||
UI_DOWN: controlsData?.pad?.UI_DOWN ?? null,
|
||||
UI_LEFT: controlsData?.pad?.UI_LEFT ?? null,
|
||||
UI_RIGHT: controlsData?.pad?.UI_RIGHT ?? null,
|
||||
UI_UP: controlsData?.pad?.UI_UP ?? null,
|
||||
VOLUME_DOWN: controlsData?.pad?.VOLUME_DOWN ?? null,
|
||||
VOLUME_MUTE: controlsData?.pad?.VOLUME_MUTE ?? null,
|
||||
VOLUME_UP: controlsData?.pad?.VOLUME_UP ?? null,
|
||||
};
|
||||
|
||||
result.setControls(playerId, Keys, outputKeyControls);
|
||||
result.setControls(playerId, Gamepad(0), outputPadControls);
|
||||
}
|
||||
}
|
|
@ -1,5 +1,7 @@
|
|||
package funkin.ui.story;
|
||||
|
||||
import funkin.save.Save;
|
||||
import funkin.save.Save.SaveScoreData;
|
||||
import openfl.utils.Assets;
|
||||
import flixel.addons.transition.FlxTransitionableState;
|
||||
import flixel.FlxSprite;
|
||||
|
@ -623,7 +625,8 @@ class StoryMenuState extends MusicBeatState
|
|||
tracklistText.screenCenter(X);
|
||||
tracklistText.x -= FlxG.width * 0.35;
|
||||
|
||||
// TODO: Fix this.
|
||||
highScore = Highscore.getWeekScore(0, 0);
|
||||
var levelScore:Null<SaveScoreData> = Save.get().getLevelScore(currentLevelId, currentDifficultyId);
|
||||
highScore = levelScore?.score ?? 0;
|
||||
// levelScore.accuracy
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue