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Funkin/source/funkin/save/Save.hx

701 lines
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Haxe

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,
flashingLights: true,
zoomCamera: true,
debugDisplay: false,
autoPause: true,
controls:
{
// Leave controls blank so defaults are loaded.
p1:
{
keyboard: {},
gamepad: {},
},
p2:
{
keyboard: {},
gamepad: {},
},
},
},
mods:
{
// No mods enabled.
enabledMods: [],
modOptions: [],
},
optionsChartEditor:
{
// Reasonable defaults.
},
};
}
public var options(get, never):SaveDataOptions;
function get_options():SaveDataOptions
{
return this.options;
}
public var modOptions(get, never):Map<String, Dynamic>;
function get_modOptions():Map<String, Dynamic>
{
return this.mods.modOptions;
}
/**
* 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 modOptions: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, flashing lights in the main menu and other areas will be less intense.
* @default `true`
*/
var flashingLights: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 autoPause: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 = {};