111 lines
3.5 KiB
GDScript
111 lines
3.5 KiB
GDScript
extends Node
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var world_seed = 0;
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var world_info = {
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"seed": 0,
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"name": "world"
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}
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func _ready():
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#new_world()
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pass
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func new_world():
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world_info.seed = round(Time.get_unix_time_from_system())
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print("World seed is " + str(world_info.seed))
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print("World name is " + str(world_info.name))
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func save_world():
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print("Saving world")
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var save_game = FileAccess.open("user://%s.save" % world_info.name, FileAccess.WRITE)
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# Saving world info
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save_game.store_line(JSON.stringify(world_info))
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var save_nodes = get_tree().get_nodes_in_group("Persistent")
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for node in save_nodes:
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# Check the node is an instanced scene so it can be instanced again during load.
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if node.scene_file_path.is_empty():
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print("persistent node '%s' is not an instanced scene, skipped" % node.name)
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continue
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# Check the node has a save function.
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if !node.has_method("save"):
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print("persistent node '%s' is missing a save() function, skipped" % node.name)
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continue
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# Call the node's save function.
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var node_data = node.call("save")
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#print(node_data)
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if (node_data == {}): continue
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# JSON provides a static method to serialized JSON string.
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var json_string = JSON.stringify(node_data)
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# Store the save dictionary as a new line in the save file.
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save_game.store_line(json_string)
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func load_world(save_name):
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if not FileAccess.file_exists("user://%s.save" % save_name):
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return # Error! We don't have a save to load.
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# We need to revert the game state so we're not cloning objects
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# during loading. This will vary wildly depending on the needs of a
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# project, so take care with this step.
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# For our example, we will accomplish this by deleting saveable objects.
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var save_nodes = get_tree().get_nodes_in_group("Persistent")
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for i in save_nodes:
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i.queue_free()
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# Load the file line by line and process that dictionary to restore
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# the object it represents.
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var save_game = FileAccess.open("user://%s.save" % save_name, FileAccess.READ)
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var json_string_world = save_game.get_line()
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var json_world = JSON.new()
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var parse_result_world = json_world.parse(json_string_world)
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if not parse_result_world == OK:
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print("JSON Parse Error: ", json_world.get_error_message(), " in ", json_string_world, " at line ", json_world.get_error_line())
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return
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world_info = json_world.get_data()
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while save_game.get_position() < save_game.get_length():
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var json_string = save_game.get_line()
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# Creates the helper class to interact with JSON
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var json = JSON.new()
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# Check if there is any error while parsing the JSON string, skip in case of failure
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var parse_result = json.parse(json_string)
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if not parse_result == OK:
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print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line())
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continue
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# Get the data from the JSON object
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var node_data = json.get_data()
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# Firstly, we need to create the object and add it to the tree and set its position.
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#var new_object = load(node_data["filename"]).instantiate()
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var new_object
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match node_data["node"]:
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"tile":
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new_object = preload("res://scenes/models/tile.tscn").instantiate()
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get_tree().root.get_node("world/Earth").add_child(new_object)
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new_object.position = Vector3(node_data["pos_x"], node_data["pos_y"], node_data["pos_z"])
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new_object.add_to_group("Persistent")
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# Now we set the remaining variables.
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for i in node_data.keys():
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if i == "node" or "pos" in i:
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continue
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new_object.set(i, node_data[i])
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new_object.update_tile()
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#await get_tree().create_timer(1).timeout
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#get_tree().root.get_node("world/Earth").call("mark_free_tiles")
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# s
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