package funkin.data.freeplay.player; import funkin.data.freeplay.player.PlayerData; import funkin.ui.freeplay.charselect.PlayableCharacter; import funkin.ui.freeplay.charselect.ScriptedPlayableCharacter; import funkin.save.Save; class PlayerRegistry extends BaseRegistry { /** * 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 = 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 = []; 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.'); } public function countUnlockedCharacters():Int { var count = 0; for (charId in listEntryIds()) { var player = fetchEntry(charId); if (player == null) continue; if (player.isUnlocked()) count++; } return count; } public function hasNewCharacter():Bool { var characters = Save.instance.charactersSeen.clone(); for (charId in listEntryIds()) { var player = fetchEntry(charId); if (player == null) continue; if (!player.isUnlocked()) continue; if (characters.contains(charId)) continue; // This character is unlocked but we haven't seen them in Freeplay yet. return true; } // Fallthrough case. return false; } /** * 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):Null { 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 { // JsonParser does not take type parameters, // otherwise this function would be in BaseRegistry. var parser = new json2object.JsonParser(); 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 { var parser = new json2object.JsonParser(); 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 { return ScriptedPlayableCharacter.listScriptClasses(); } /** * A list of all the playable characters from the base game, in order. */ public function listBaseGamePlayerIds():Array { return ["bf", "pico"]; } /** * A list of all installed playable characters that are not from the base game. */ public function listModdedPlayerIds():Array { return listEntryIds().filter(function(id:String):Bool { return listBaseGamePlayerIds().indexOf(id) == -1; }); } }