mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-15 11:22:55 +00:00
1409 lines
34 KiB
Haxe
1409 lines
34 KiB
Haxe
package funkin.save;
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import flixel.util.FlxSave;
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import funkin.util.FileUtil;
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import funkin.input.Controls.Device;
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import funkin.play.scoring.Scoring;
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import funkin.play.scoring.Scoring.ScoringRank;
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import funkin.save.migrator.RawSaveData_v1_0_0;
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import funkin.save.migrator.SaveDataMigrator;
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import funkin.save.migrator.SaveDataMigrator;
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import funkin.ui.debug.charting.ChartEditorState.ChartEditorLiveInputStyle;
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import funkin.ui.debug.charting.ChartEditorState.ChartEditorTheme;
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import funkin.util.SerializerUtil;
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import thx.semver.Version;
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import thx.semver.Version;
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@:nullSafety
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class Save
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{
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public static final SAVE_DATA_VERSION:thx.semver.Version = "2.0.4";
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public static final SAVE_DATA_VERSION_RULE:thx.semver.VersionRule = "2.0.x";
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// We load this version's saves from a new save path, to maintain SOME level of backwards compatibility.
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static final SAVE_PATH:String = 'FunkinCrew';
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static final SAVE_NAME:String = 'Funkin';
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static final SAVE_PATH_LEGACY:String = 'ninjamuffin99';
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static final SAVE_NAME_LEGACY:String = 'funkin';
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public static var instance(get, never):Save;
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static var _instance:Null<Save> = null;
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static function get_instance():Save
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{
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if (_instance == null)
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{
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return _instance = load();
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}
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return _instance;
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}
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var data:RawSaveData;
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public static function load():Save
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{
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trace("[SAVE] Loading save...");
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// Bind save data.
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return loadFromSlot(1);
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}
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/**
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* Constructing a new Save will load the default values.
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*/
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public function new(?data:RawSaveData)
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{
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if (data == null) this.data = Save.getDefault();
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else
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this.data = data;
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// Make sure the verison number is up to date before we flush.
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updateVersionToLatest();
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}
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public static function getDefault():RawSaveData
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{
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return {
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// Version number is an abstract(Array) internally.
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// This means it copies by reference, so merging save data overides the version number lol.
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version: thx.Dynamics.clone(Save.SAVE_DATA_VERSION),
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volume: 1.0,
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mute: false,
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api:
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{
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newgrounds:
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{
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sessionId: null,
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}
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},
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scores:
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{
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// No saved scores.
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levels: [],
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songs: [],
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},
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favoriteSongs: [],
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options:
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{
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// Reasonable defaults.
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naughtyness: true,
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downscroll: false,
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flashingLights: true,
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zoomCamera: true,
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debugDisplay: false,
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autoPause: true,
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inputOffset: 0,
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audioVisualOffset: 0,
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unlockedFramerate: false,
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controls:
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{
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// Leave controls blank so defaults are loaded.
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p1:
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{
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keyboard: {},
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gamepad: {},
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},
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p2:
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{
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keyboard: {},
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gamepad: {},
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},
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},
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},
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mods:
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{
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// No mods enabled.
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enabledMods: [],
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modOptions: [],
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},
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unlocks:
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{
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// Default to having seen the default character.
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charactersSeen: ["bf"],
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oldChar: false
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},
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optionsChartEditor:
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{
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// Reasonable defaults.
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previousFiles: [],
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noteQuant: 3,
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chartEditorLiveInputStyle: ChartEditorLiveInputStyle.None,
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theme: ChartEditorTheme.Light,
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playtestStartTime: false,
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downscroll: false,
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metronomeVolume: 1.0,
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hitsoundVolumePlayer: 1.0,
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hitsoundVolumeOpponent: 1.0,
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themeMusic: true
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},
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};
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}
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/**
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* NOTE: Modifications will not be saved without calling `Save.flush()`!
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*/
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public var options(get, never):SaveDataOptions;
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function get_options():SaveDataOptions
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{
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return data.options;
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}
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/**
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* NOTE: Modifications will not be saved without calling `Save.flush()`!
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*/
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public var modOptions(get, never):Map<String, Dynamic>;
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function get_modOptions():Map<String, Dynamic>
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{
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return data.mods.modOptions;
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}
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/**
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* The current session ID for the logged-in Newgrounds user, or null if the user is cringe.
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*/
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public var ngSessionId(get, set):Null<String>;
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function get_ngSessionId():Null<String>
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{
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return data.api.newgrounds.sessionId;
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}
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function set_ngSessionId(value:Null<String>):Null<String>
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{
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data.api.newgrounds.sessionId = value;
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flush();
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return data.api.newgrounds.sessionId;
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}
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public var enabledModIds(get, set):Array<String>;
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function get_enabledModIds():Array<String>
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{
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return data.mods.enabledMods;
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}
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function set_enabledModIds(value:Array<String>):Array<String>
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{
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data.mods.enabledMods = value;
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flush();
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return data.mods.enabledMods;
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}
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public var chartEditorPreviousFiles(get, set):Array<String>;
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function get_chartEditorPreviousFiles():Array<String>
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{
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if (data.optionsChartEditor.previousFiles == null) data.optionsChartEditor.previousFiles = [];
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return data.optionsChartEditor.previousFiles;
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}
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function set_chartEditorPreviousFiles(value:Array<String>):Array<String>
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{
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// Set and apply.
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data.optionsChartEditor.previousFiles = value;
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flush();
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return data.optionsChartEditor.previousFiles;
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}
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public var chartEditorHasBackup(get, set):Bool;
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function get_chartEditorHasBackup():Bool
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{
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if (data.optionsChartEditor.hasBackup == null) data.optionsChartEditor.hasBackup = false;
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return data.optionsChartEditor.hasBackup;
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}
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function set_chartEditorHasBackup(value:Bool):Bool
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{
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// Set and apply.
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data.optionsChartEditor.hasBackup = value;
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flush();
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return data.optionsChartEditor.hasBackup;
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}
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public var chartEditorNoteQuant(get, set):Int;
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function get_chartEditorNoteQuant():Int
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{
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if (data.optionsChartEditor.noteQuant == null) data.optionsChartEditor.noteQuant = 3;
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return data.optionsChartEditor.noteQuant;
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}
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function set_chartEditorNoteQuant(value:Int):Int
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{
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// Set and apply.
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data.optionsChartEditor.noteQuant = value;
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flush();
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return data.optionsChartEditor.noteQuant;
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}
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public var chartEditorLiveInputStyle(get, set):ChartEditorLiveInputStyle;
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function get_chartEditorLiveInputStyle():ChartEditorLiveInputStyle
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{
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if (data.optionsChartEditor.chartEditorLiveInputStyle == null) data.optionsChartEditor.chartEditorLiveInputStyle = ChartEditorLiveInputStyle.None;
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return data.optionsChartEditor.chartEditorLiveInputStyle;
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}
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function set_chartEditorLiveInputStyle(value:ChartEditorLiveInputStyle):ChartEditorLiveInputStyle
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{
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// Set and apply.
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data.optionsChartEditor.chartEditorLiveInputStyle = value;
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flush();
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return data.optionsChartEditor.chartEditorLiveInputStyle;
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}
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public var chartEditorDownscroll(get, set):Bool;
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function get_chartEditorDownscroll():Bool
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{
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if (data.optionsChartEditor.downscroll == null) data.optionsChartEditor.downscroll = false;
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return data.optionsChartEditor.downscroll;
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}
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function set_chartEditorDownscroll(value:Bool):Bool
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{
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// Set and apply.
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data.optionsChartEditor.downscroll = value;
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flush();
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return data.optionsChartEditor.downscroll;
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}
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public var chartEditorPlaytestStartTime(get, set):Bool;
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function get_chartEditorPlaytestStartTime():Bool
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{
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if (data.optionsChartEditor.playtestStartTime == null) data.optionsChartEditor.playtestStartTime = false;
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return data.optionsChartEditor.playtestStartTime;
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}
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function set_chartEditorPlaytestStartTime(value:Bool):Bool
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{
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// Set and apply.
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data.optionsChartEditor.playtestStartTime = value;
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flush();
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return data.optionsChartEditor.playtestStartTime;
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}
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public var chartEditorTheme(get, set):ChartEditorTheme;
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function get_chartEditorTheme():ChartEditorTheme
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{
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if (data.optionsChartEditor.theme == null) data.optionsChartEditor.theme = ChartEditorTheme.Light;
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return data.optionsChartEditor.theme;
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}
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function set_chartEditorTheme(value:ChartEditorTheme):ChartEditorTheme
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{
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// Set and apply.
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data.optionsChartEditor.theme = value;
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flush();
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return data.optionsChartEditor.theme;
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}
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public var chartEditorMetronomeVolume(get, set):Float;
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function get_chartEditorMetronomeVolume():Float
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{
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if (data.optionsChartEditor.metronomeVolume == null) data.optionsChartEditor.metronomeVolume = 1.0;
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return data.optionsChartEditor.metronomeVolume;
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}
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function set_chartEditorMetronomeVolume(value:Float):Float
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{
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// Set and apply.
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data.optionsChartEditor.metronomeVolume = value;
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flush();
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return data.optionsChartEditor.metronomeVolume;
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}
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public var chartEditorHitsoundVolumePlayer(get, set):Float;
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function get_chartEditorHitsoundVolumePlayer():Float
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{
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if (data.optionsChartEditor.hitsoundVolumePlayer == null) data.optionsChartEditor.hitsoundVolumePlayer = 1.0;
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return data.optionsChartEditor.hitsoundVolumePlayer;
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}
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function set_chartEditorHitsoundVolumePlayer(value:Float):Float
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{
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// Set and apply.
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data.optionsChartEditor.hitsoundVolumePlayer = value;
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flush();
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return data.optionsChartEditor.hitsoundVolumePlayer;
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}
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public var chartEditorHitsoundVolumeOpponent(get, set):Float;
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function get_chartEditorHitsoundVolumeOpponent():Float
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{
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if (data.optionsChartEditor.hitsoundVolumeOpponent == null) data.optionsChartEditor.hitsoundVolumeOpponent = 1.0;
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return data.optionsChartEditor.hitsoundVolumeOpponent;
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}
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function set_chartEditorHitsoundVolumeOpponent(value:Float):Float
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{
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// Set and apply.
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data.optionsChartEditor.hitsoundVolumeOpponent = value;
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flush();
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return data.optionsChartEditor.hitsoundVolumeOpponent;
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}
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public var chartEditorThemeMusic(get, set):Bool;
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function get_chartEditorThemeMusic():Bool
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{
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if (data.optionsChartEditor.themeMusic == null) data.optionsChartEditor.themeMusic = true;
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return data.optionsChartEditor.themeMusic;
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}
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function set_chartEditorThemeMusic(value:Bool):Bool
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{
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// Set and apply.
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data.optionsChartEditor.themeMusic = value;
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flush();
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return data.optionsChartEditor.themeMusic;
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}
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public var chartEditorPlaybackSpeed(get, set):Float;
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function get_chartEditorPlaybackSpeed():Float
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{
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if (data.optionsChartEditor.playbackSpeed == null) data.optionsChartEditor.playbackSpeed = 1.0;
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return data.optionsChartEditor.playbackSpeed;
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}
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function set_chartEditorPlaybackSpeed(value:Float):Float
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{
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// Set and apply.
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data.optionsChartEditor.playbackSpeed = value;
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flush();
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return data.optionsChartEditor.playbackSpeed;
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}
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public var charactersSeen(get, never):Array<String>;
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function get_charactersSeen():Array<String>
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{
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return data.unlocks.charactersSeen;
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}
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/**
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* Marks whether the player has seen the spotlight animation, which should only display once per save file ever.
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*/
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public var oldChar(get, set):Bool;
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function get_oldChar():Bool
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{
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return data.unlocks.oldChar;
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}
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function set_oldChar(value:Bool):Bool
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{
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data.unlocks.oldChar = value;
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flush();
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return data.unlocks.oldChar;
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}
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/**
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* When we've seen a character unlock, add it to the list of characters seen.
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* @param character
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*/
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public function addCharacterSeen(character:String):Void
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{
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if (!data.unlocks.charactersSeen.contains(character))
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{
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trace('Character seen: ' + character);
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data.unlocks.charactersSeen.push(character);
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trace('New characters seen list: ' + data.unlocks.charactersSeen);
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flush();
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}
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}
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/**
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* Return the score the user achieved for a given level on a given difficulty.
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*
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* @param levelId The ID of the level/week.
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* @param difficultyId The difficulty to check.
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* @return A data structure containing score, judgement counts, and accuracy. Returns `null` if no score is saved.
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*/
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public function getLevelScore(levelId:String, difficultyId:String = 'normal'):Null<SaveScoreData>
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{
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if (data.scores?.levels == null)
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{
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if (data.scores == null)
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{
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data.scores =
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{
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songs: [],
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levels: []
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};
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}
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else
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{
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data.scores.levels = [];
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}
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}
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var level = data.scores.levels.get(levelId);
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if (level == null)
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{
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level = [];
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data.scores.levels.set(levelId, level);
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}
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return level.get(difficultyId);
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}
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/**
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* Apply the score the user achieved for a given level on a given difficulty.
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*/
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public function setLevelScore(levelId:String, difficultyId:String, score:SaveScoreData):Void
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{
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var level = data.scores.levels.get(levelId);
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if (level == null)
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{
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level = [];
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data.scores.levels.set(levelId, level);
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}
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level.set(difficultyId, score);
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flush();
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}
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public function isLevelHighScore(levelId:String, difficultyId:String = 'normal', score:SaveScoreData):Bool
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{
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var level = data.scores.levels.get(levelId);
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if (level == null)
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{
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level = [];
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data.scores.levels.set(levelId, level);
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}
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var currentScore = level.get(difficultyId);
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if (currentScore == null)
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{
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return true;
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}
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return score.score > currentScore.score;
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}
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public function hasBeatenLevel(levelId:String, ?difficultyList:Array<String>):Bool
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{
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if (difficultyList == null)
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{
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difficultyList = ['easy', 'normal', 'hard'];
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}
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for (difficulty in difficultyList)
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{
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var score:Null<SaveScoreData> = getLevelScore(levelId, difficulty);
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if (score != null)
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{
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if (score.score > 0)
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{
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// Level has score data, which means we cleared it!
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return true;
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}
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else
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{
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// Level has score data, but the score is 0.
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return false;
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}
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}
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}
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return false;
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}
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/**
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* Return the score the user achieved for a given song on a given difficulty.
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*
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* @param songId The ID of the song.
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* @param difficultyId The difficulty to check.
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* @return A data structure containing score, judgement counts, and accuracy. Returns `null` if no score is saved.
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*/
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public function getSongScore(songId:String, difficultyId:String = 'normal'):Null<SaveScoreData>
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{
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var song = data.scores.songs.get(songId);
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if (song == null)
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{
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song = [];
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data.scores.songs.set(songId, song);
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}
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return song.get(difficultyId);
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}
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public function getSongRank(songId:String, difficultyId:String = 'normal'):Null<ScoringRank>
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{
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return Scoring.calculateRank(getSongScore(songId, difficultyId));
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}
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/**
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* Directly set the score the user achieved for a given song on a given difficulty.
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*/
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public function setSongScore(songId:String, difficultyId:String, score:SaveScoreData):Void
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{
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var song = data.scores.songs.get(songId);
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if (song == null)
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{
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song = [];
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data.scores.songs.set(songId, song);
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}
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song.set(difficultyId, score);
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flush();
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}
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/**
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* Only replace the ranking data for the song, because the old score is still better.
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*/
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public function applySongRank(songId:String, difficultyId:String, newScoreData:SaveScoreData):Void
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{
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var newRank = Scoring.calculateRank(newScoreData);
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if (newScoreData == null || newRank == null) return;
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var song = data.scores.songs.get(songId);
|
|
if (song == null)
|
|
{
|
|
song = [];
|
|
data.scores.songs.set(songId, song);
|
|
}
|
|
|
|
var previousScoreData = song.get(difficultyId);
|
|
|
|
var previousRank = Scoring.calculateRank(previousScoreData);
|
|
|
|
if (previousScoreData == null || previousRank == null)
|
|
{
|
|
// Directly set the highscore.
|
|
setSongScore(songId, difficultyId, newScoreData);
|
|
return;
|
|
}
|
|
|
|
// Set the high score and the high rank separately.
|
|
var newScore:SaveScoreData =
|
|
{
|
|
score: (previousScoreData.score > newScoreData.score) ? previousScoreData.score : newScoreData.score,
|
|
tallies: (previousRank > newRank) ? previousScoreData.tallies : newScoreData.tallies
|
|
};
|
|
|
|
song.set(difficultyId, newScore);
|
|
|
|
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 = data.scores.songs.get(songId);
|
|
if (song == null)
|
|
{
|
|
song = [];
|
|
data.scores.songs.set(songId, song);
|
|
}
|
|
|
|
var currentScore = song.get(difficultyId);
|
|
if (currentScore == null)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return score.score > currentScore.score;
|
|
}
|
|
|
|
/**
|
|
* Is the provided score data better than the current rank for the given song?
|
|
* @param songId The song ID to check.
|
|
* @param difficultyId The difficulty to check.
|
|
* @param score The score to check the rank for.
|
|
* @return Whether the score's rank is better than the current rank.
|
|
*/
|
|
public function isSongHighRank(songId:String, difficultyId:String = 'normal', score:SaveScoreData):Bool
|
|
{
|
|
var newScoreRank = Scoring.calculateRank(score);
|
|
if (newScoreRank == null)
|
|
{
|
|
// The provided score is invalid.
|
|
return false;
|
|
}
|
|
|
|
var song = data.scores.songs.get(songId);
|
|
if (song == null)
|
|
{
|
|
song = [];
|
|
data.scores.songs.set(songId, song);
|
|
}
|
|
var currentScore = song.get(difficultyId);
|
|
var currentScoreRank = Scoring.calculateRank(currentScore);
|
|
if (currentScoreRank == null)
|
|
{
|
|
// There is no primary highscore for this song.
|
|
return true;
|
|
}
|
|
|
|
return newScoreRank > currentScoreRank;
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
if (score != null)
|
|
{
|
|
if (score.score > 0)
|
|
{
|
|
// Level has score data, which means we cleared it!
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
// Level has score data, but the score is 0.
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public function isSongFavorited(id:String):Bool
|
|
{
|
|
if (data.favoriteSongs == null)
|
|
{
|
|
data.favoriteSongs = [];
|
|
flush();
|
|
};
|
|
|
|
return data.favoriteSongs.contains(id);
|
|
}
|
|
|
|
public function favoriteSong(id:String):Void
|
|
{
|
|
if (!isSongFavorited(id))
|
|
{
|
|
data.favoriteSongs.push(id);
|
|
flush();
|
|
}
|
|
}
|
|
|
|
public function unfavoriteSong(id:String):Void
|
|
{
|
|
if (isSongFavorited(id))
|
|
{
|
|
data.favoriteSongs.remove(id);
|
|
flush();
|
|
}
|
|
}
|
|
|
|
public function getControls(playerId:Int, inputType:Device):Null<SaveControlsData>
|
|
{
|
|
switch (inputType)
|
|
{
|
|
case Keys:
|
|
return (playerId == 0) ? data?.options?.controls?.p1.keyboard : data?.options?.controls?.p2.keyboard;
|
|
case Gamepad(_):
|
|
return (playerId == 0) ? data?.options?.controls?.p1.gamepad : data?.options?.controls?.p2.gamepad;
|
|
}
|
|
}
|
|
|
|
public function hasControls(playerId:Int, inputType:Device):Bool
|
|
{
|
|
var controls = getControls(playerId, inputType);
|
|
if (controls == null) return false;
|
|
|
|
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)
|
|
{
|
|
data.options.controls.p1.keyboard = controls;
|
|
}
|
|
else
|
|
{
|
|
data.options.controls.p2.keyboard = controls;
|
|
}
|
|
case Gamepad(_):
|
|
if (playerId == 0)
|
|
{
|
|
data.options.controls.p1.gamepad = controls;
|
|
}
|
|
else
|
|
{
|
|
data.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;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The user's current volume setting.
|
|
*/
|
|
public var volume(get, set):Float;
|
|
|
|
function get_volume():Float
|
|
{
|
|
return data.volume;
|
|
}
|
|
|
|
function set_volume(value:Float):Float
|
|
{
|
|
return data.volume = value;
|
|
}
|
|
|
|
/**
|
|
* Whether the user's volume is currently muted.
|
|
*/
|
|
public var mute(get, set):Bool;
|
|
|
|
function get_mute():Bool
|
|
{
|
|
return data.mute;
|
|
}
|
|
|
|
function set_mute(value:Bool):Bool
|
|
{
|
|
return data.mute = value;
|
|
}
|
|
|
|
/**
|
|
* 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):Save
|
|
{
|
|
trace("[SAVE] Loading save from slot " + slot + "...");
|
|
|
|
// Prevent crashes if the save data is corrupted.
|
|
SerializerUtil.initSerializer();
|
|
|
|
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...');
|
|
var gameSave = SaveDataMigrator.migrateFromLegacy(legacySaveData);
|
|
FlxG.save.mergeData(gameSave.data, true);
|
|
return gameSave;
|
|
}
|
|
else
|
|
{
|
|
trace('[SAVE] No legacy save data found.');
|
|
var gameSave = new Save();
|
|
FlxG.save.mergeData(gameSave.data, true);
|
|
return gameSave;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
trace('[SAVE] Found existing save data.');
|
|
var gameSave = SaveDataMigrator.migrate(FlxG.save.data);
|
|
FlxG.save.mergeData(gameSave.data, true);
|
|
|
|
return gameSave;
|
|
}
|
|
}
|
|
|
|
public static function archiveBadSaveData(data:Dynamic):Int
|
|
{
|
|
// We want to save this somewhere so we can try to recover it for the user in the future!
|
|
|
|
final RECOVERY_SLOT_START = 1000;
|
|
|
|
return writeToAvailableSlot(RECOVERY_SLOT_START, data);
|
|
}
|
|
|
|
public static function debug_queryBadSaveData():Void
|
|
{
|
|
final RECOVERY_SLOT_START = 1000;
|
|
final RECOVERY_SLOT_END = 1100;
|
|
var firstBadSaveData = querySlotRange(RECOVERY_SLOT_START, RECOVERY_SLOT_END);
|
|
if (firstBadSaveData > 0)
|
|
{
|
|
trace('[SAVE] Found bad save data in slot ${firstBadSaveData}!');
|
|
trace('We should look into recovery...');
|
|
|
|
trace(haxe.Json.stringify(fetchFromSlotRaw(firstBadSaveData)));
|
|
}
|
|
}
|
|
|
|
static function fetchFromSlotRaw(slot:Int):Null<Dynamic>
|
|
{
|
|
var targetSaveData = new FlxSave();
|
|
targetSaveData.bind('$SAVE_NAME${slot}', SAVE_PATH);
|
|
if (targetSaveData.isEmpty()) return null;
|
|
return targetSaveData.data;
|
|
}
|
|
|
|
static function writeToAvailableSlot(slot:Int, data:Dynamic):Int
|
|
{
|
|
trace('[SAVE] Finding slot to write data to (starting with ${slot})...');
|
|
|
|
var targetSaveData = new FlxSave();
|
|
targetSaveData.bind('$SAVE_NAME${slot}', SAVE_PATH);
|
|
while (!targetSaveData.isEmpty())
|
|
{
|
|
// Keep trying to bind to slots until we find an empty slot.
|
|
trace('[SAVE] Slot ${slot} is taken, continuing...');
|
|
slot++;
|
|
targetSaveData.bind('$SAVE_NAME${slot}', SAVE_PATH);
|
|
}
|
|
|
|
trace('[SAVE] Writing data to slot ${slot}...');
|
|
targetSaveData.mergeData(data, true);
|
|
|
|
trace('[SAVE] Data written to slot ${slot}!');
|
|
return slot;
|
|
}
|
|
|
|
/**
|
|
* Return true if the given save slot is not empty.
|
|
* @param slot The slot number to check.
|
|
* @return Whether the slot is not empty.
|
|
*/
|
|
static function querySlot(slot:Int):Bool
|
|
{
|
|
var targetSaveData = new FlxSave();
|
|
targetSaveData.bind('$SAVE_NAME${slot}', SAVE_PATH);
|
|
return !targetSaveData.isEmpty();
|
|
}
|
|
|
|
/**
|
|
* Return true if any of the slots in the given range is not empty.
|
|
* @param start The starting slot number to check.
|
|
* @param end The ending slot number to check.
|
|
* @return The first slot in the range that is not empty, or `-1` if none are.
|
|
*/
|
|
static function querySlotRange(start:Int, end:Int):Int
|
|
{
|
|
for (i in start...end)
|
|
{
|
|
if (querySlot(i))
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
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.isEmpty())
|
|
{
|
|
trace("[SAVE] No legacy save data found.");
|
|
return null;
|
|
}
|
|
else
|
|
{
|
|
trace("[SAVE] Legacy save data found.");
|
|
trace(legacySave.data);
|
|
return cast legacySave.data;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Serialize this Save into a JSON string.
|
|
* @param pretty Whether the JSON should be big ol string (false),
|
|
* or formatted with tabs (true)
|
|
* @return The JSON string.
|
|
*/
|
|
public function serialize(pretty:Bool = true):String
|
|
{
|
|
var ignoreNullOptionals = true;
|
|
var writer = new json2object.JsonWriter<RawSaveData>(ignoreNullOptionals);
|
|
return writer.write(data, pretty ? ' ' : null);
|
|
}
|
|
|
|
public function updateVersionToLatest():Void
|
|
{
|
|
this.data.version = Save.SAVE_DATA_VERSION;
|
|
}
|
|
|
|
public function debug_dumpSave():Void
|
|
{
|
|
FileUtil.saveFile(haxe.io.Bytes.ofString(this.serialize()), [FileUtil.FILE_FILTER_JSON], null, null, './save.json', 'Write save data as JSON...');
|
|
}
|
|
}
|
|
|
|
/**
|
|
* An anonymous structure containingg all the user's save data.
|
|
* Isn't stored with JSON, stored with some sort of Haxe built-in serialization?
|
|
*/
|
|
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 unlocks:SaveDataUnlocks;
|
|
|
|
/**
|
|
* The user's favorited songs in the Freeplay menu,
|
|
* as a list of song IDs.
|
|
*/
|
|
var favoriteSongs:Array<String>;
|
|
|
|
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>;
|
|
}
|
|
|
|
typedef SaveDataUnlocks =
|
|
{
|
|
/**
|
|
* Every time we see the unlock animation for a character,
|
|
* add it to this list so that we don't show it again.
|
|
*/
|
|
var charactersSeen:Array<String>;
|
|
|
|
/**
|
|
* This is a conditional when the player enters the character state
|
|
* For the first time ever
|
|
*/
|
|
var oldChar:Bool;
|
|
}
|
|
|
|
/**
|
|
* 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>;
|
|
|
|
// TODO: Make this not trip up the serializer when debugging.
|
|
@:jignored
|
|
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;
|
|
}
|
|
|
|
typedef SaveScoreTallyData =
|
|
{
|
|
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;
|
|
|
|
/**
|
|
* Offset the users inputs by this many ms.
|
|
* @default `0`
|
|
*/
|
|
var inputOffset:Int;
|
|
|
|
/**
|
|
* Affects the delay between the audio and the visuals during gameplay
|
|
* @default `0`
|
|
*/
|
|
var audioVisualOffset:Int;
|
|
|
|
/**
|
|
* If we want the framerate to be unlocked on HTML5.
|
|
* @default `false
|
|
*/
|
|
var unlockedFramerate: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 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 =
|
|
{
|
|
/**
|
|
* Whether the Chart Editor created a backup the last time it closed.
|
|
* Prompt the user to load it, then set this back to `false`.
|
|
* @default `false`
|
|
*/
|
|
var ?hasBackup:Bool;
|
|
|
|
/**
|
|
* Previous files opened in the Chart Editor.
|
|
* @default `[]`
|
|
*/
|
|
var ?previousFiles:Array<String>;
|
|
|
|
/**
|
|
* Note snapping level in the Chart Editor.
|
|
* @default `3`
|
|
*/
|
|
var ?noteQuant:Int;
|
|
|
|
/**
|
|
* Live input style in the Chart Editor.
|
|
* @default `ChartEditorLiveInputStyle.None`
|
|
*/
|
|
var ?chartEditorLiveInputStyle:ChartEditorLiveInputStyle;
|
|
|
|
/**
|
|
* Theme in the Chart Editor.
|
|
* @default `ChartEditorTheme.Light`
|
|
*/
|
|
var ?theme:ChartEditorTheme;
|
|
|
|
/**
|
|
* Downscroll in the Chart Editor.
|
|
* @default `false`
|
|
*/
|
|
var ?downscroll:Bool;
|
|
|
|
/**
|
|
* Metronome volume in the Chart Editor.
|
|
* @default `1.0`
|
|
*/
|
|
var ?metronomeVolume:Float;
|
|
|
|
/**
|
|
* Hitsound volume (player) in the Chart Editor.
|
|
* @default `1.0`
|
|
*/
|
|
var ?hitsoundVolumePlayer:Float;
|
|
|
|
/**
|
|
* Hitsound volume (opponent) in the Chart Editor.
|
|
* @default `1.0`
|
|
*/
|
|
var ?hitsoundVolumeOpponent:Float;
|
|
|
|
/**
|
|
* If true, playtest songs from the current position in the Chart Editor.
|
|
* @default `false`
|
|
*/
|
|
var ?playtestStartTime:Bool;
|
|
|
|
/**
|
|
* Theme music in the Chart Editor.
|
|
* @default `true`
|
|
*/
|
|
var ?themeMusic:Bool;
|
|
|
|
/**
|
|
* Instrumental volume in the Chart Editor.
|
|
* @default `1.0`
|
|
*/
|
|
var ?instVolume:Float;
|
|
|
|
/**
|
|
* Voices volume in the Chart Editor.
|
|
* @default `1.0`
|
|
*/
|
|
var ?voicesVolume:Float;
|
|
|
|
/**
|
|
* Playback speed in the Chart Editor.
|
|
* @default `1.0`
|
|
*/
|
|
var ?playbackSpeed:Float;
|
|
};
|