A Minecraft style clone in Godot
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## Performs the managing of saves by saving, loading, and returning a list of saves[br][br]
##
## Below is a basic definition of various components and resources for reference:[br]
## * SaveLevelDataComponent - The root save component that provides the Save Settings[br]
## * SaveDataComponent - Attached to a node that has properties that need to be saved[br]
## * Node Type Resources - Each type of node that requires saving, such as a TileMapLayer, needs a resource created
extends Node
signal apply_complete
signal apply_save ## Apply the loaded data to the tree. Note: This should happen AFTER load_save()
signal autosave_complete ## Autosave has completed
signal autosave_start ## Autosave has started
signal create_autosave
signal create_save(save_name: String)
signal delete_save(filename: String)
signal delete_error(error_message: String)
signal disable_autosaves
signal enable_autosaves
signal load_complete
signal load_error(error_message: String)
signal load_save(filename: String) ## Loads the save into memory. Does NOT apply the load as this allows for other actions (such as resetting the levle/world).[br]Don't forget to run `apply_save` after loading
signal save_complete
signal save_error(error_message: String)
signal start_autosave
signal stop_autosave
signal quick_save
signal quick_load
signal toggle_save_icon_generation(toggled: bool) ## Enable/Disable the generation of a screenshot during save for the save icon.
var _autosaves_enabled: bool = true
var _autosave_timer: Timer = Timer.new()
var _enable_save_icon_generation: bool = true
var _loaded_save_resource: SaveGameDataResource = SaveGameDataResource.new()
var _save_game_settings: SaveGameSettings ## Contains the save paths, filename prepends, and other save settings
var _save_icon_size: Vector2i = Vector2i(896, 504) ## If Vector2.ZERO, uses the user's resolution
func _ready() -> void:
apply_save.connect(_on_apply_save)
create_save.connect(_on_save_game_as_resource)
delete_save.connect(_on_delete_save)
disable_autosaves.connect(_on_disable_autosaves)
enable_autosaves.connect(_on_enable_autosaves)
load_save.connect(_on_load_game_save)
quick_load.connect(_on_quick_load)
quick_save.connect(_on_quick_save)
start_autosave.connect(_on_start_autosave)
stop_autosave.connect(_on_stop_autosave)
toggle_save_icon_generation.connect(_on_toggle_save_icon_generation)
_autosave_timer.name = "AutosaveTimer"
_autosave_timer.one_shot = false
_autosave_timer.timeout.connect(_on_autosave_timer_timeout)
add_child(_autosave_timer)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("quick_save"):
quick_save.emit()
if event.is_action_pressed("quick_load"):
quick_load.emit()
func list_saves(include_quick_saves: bool = true, include_autosaves: bool = true) -> Array[SaveFileDetailsResource]:
var save_files: Array[SaveFileDetailsResource] = []
if not _load_save_settings():
return save_files
var save_game_data_path: String = _save_game_settings.save_game_data_path
if !DirAccess.dir_exists_absolute(save_game_data_path):
return save_files
for filename: String in ResourceLoader.list_directory(save_game_data_path):
# TODO: Rework so the settings determine the file_name using prepends
if filename.begins_with(_save_game_settings.quicksave_file_name_prepend) and not include_quick_saves:
continue
elif filename.begins_with(_save_game_settings.autosave_file_name_prepend) and not include_autosaves:
continue
elif !filename.begins_with(_save_game_settings.save_file_name_prepend) and !filename.begins_with(_save_game_settings.quicksave_file_name_prepend) and !filename.begins_with(_save_game_settings.autosave_file_name_prepend):
continue
var _save_path: String = save_game_data_path + filename
var _save_icon: String = filename.replace(".tres", ".png")
var _save_resource: SaveFileDetailsResource = SaveFileDetailsResource.new()
# TODO: Reconsider loading the save to get the name
# This could be a large save making opening each one slow
# Should work out a better method for getting the save name (filename != save name)
var _save_file: SaveGameDataResource = ResourceLoader.load(_save_path)
_save_resource.save_name = _save_file.save_name
_save_resource.save_date = _save_file.save_date
_save_resource.filename = filename
## In 4.5, this can probably be replaced with FileAccess.get_size(_save_path)
## This should reduce the need for opening the file here
var _loaded_file: FileAccess = FileAccess.open(_save_path, FileAccess.READ)
_save_resource.filesize = _loaded_file.get_length()
_save_resource.save_icon_texture = _generate_save_icon_texture(save_game_data_path + _save_icon)
save_files.append(_save_resource)
save_files.sort_custom(_custom_save_file_sort)
return save_files
func _create_autosave() -> void:
if not _load_save_settings(): return
_autosave_timer.stop()
autosave_start.emit()
_rotate_autosaves()
var autosave_filename: String = _save_game_settings.autosave_file_name_prepend + "01.tres"
_save_game_as_resource("Auto Save", autosave_filename)
autosave_complete.emit()
_autosave_timer.start(_save_game_settings.autosave_duration)
## Sort the save files list by date created, descending
func _custom_save_file_sort(a: SaveFileDetailsResource, b: SaveFileDetailsResource) -> bool:
return a.save_date > b.save_date
## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block)
func _generate_save_game_resource() -> SaveGameDataResource:
var nodes: Array = get_tree().get_nodes_in_group("save_data_component")
if nodes == null: return
var _resource: SaveGameDataResource = SaveGameDataResource.new()
for node: Node in nodes:
if node is SaveDataComponent:
@warning_ignore("unsafe_method_access")
var save_data_resource: NodeDataResource = node._save_data()
var save_final_resource: NodeDataResource = save_data_resource.duplicate()
_resource.save_data_nodes.append(save_final_resource)
return _resource
## Generate the texture for use in the save file listing
func _generate_save_icon_texture(save_icon: String) -> Texture2D:
var _icon_texture: Texture2D = ImageTexture.new()
if save_icon != null and !FileAccess.file_exists(save_icon):
_icon_texture = _save_game_settings.default_save_icon_resource
elif save_icon == null:
_icon_texture = _save_game_settings.default_save_icon_resource
else:
var _icon_image: Image = Image.new()
_icon_image.load(save_icon)
@warning_ignore("unsafe_method_access")
_icon_texture.set_image(_icon_image)
return _icon_texture
func _load_game_resource(resource_filename: String) -> void:
if not _load_save_settings(): return
var save_game_file_path: String = _save_game_settings.save_game_data_path + resource_filename
if !FileAccess.file_exists(save_game_file_path):
load_error.emit("Failed to load save. File does not exist: %s" % save_game_file_path)
return
_loaded_save_resource = ResourceLoader.load(save_game_file_path)
if _loaded_save_resource == null:
load_error.emit("Failed to load save. Unknown format? %s" % save_game_file_path)
return
load_complete.emit()
## Find the SaveLevelDataComponent within the tree which stores the save settings
func _load_save_settings() -> bool:
var _save_level_data_component: SaveLevelDataComponent = get_tree().get_first_node_in_group("save_level_data_component")
if _save_level_data_component == null:
push_error("Could not find SaveLevelDataComponent node in level")
return false
_save_game_settings = _save_level_data_component.settings
return true
## Increment autosave numbers and if we've reach max number of autosaves, remove the oldest one
func _rotate_autosaves() -> void:
var saves_dir = DirAccess.open(_save_game_settings.save_game_data_path)
if saves_dir == null:
DirAccess.make_dir_absolute(_save_game_settings.save_game_data_path)
var autosaves: Array[String] = []
for filename in saves_dir.get_files():
if !filename.begins_with(_save_game_settings.autosave_file_name_prepend): continue
if !filename.ends_with(".tres"): continue
autosaves.append(filename)
if autosaves.size() == _save_game_settings.max_autosaves: # Delete oldest save
DirAccess.remove_absolute(_save_game_settings.save_game_data_path + autosaves.pop_back())
var filepath: String = _save_game_settings.save_game_data_path + _save_game_settings.autosave_file_name_prepend
for index in range(autosaves.size(), 0, -1):
var old_save_path: String = "%s%02d.tres" % [filepath, index]
var old_screenshot_path: String = "%s%02d.png" % [filepath, index]
var new_save_path: String = "%s%02d.tres" % [filepath, index + 1]
var new_screenshot_path: String = "%s%02d.png" % [filepath, index + 1]
DirAccess.copy_absolute(old_save_path, new_save_path)
if FileAccess.file_exists(old_screenshot_path):
DirAccess.copy_absolute(old_screenshot_path, new_screenshot_path)
func _save_game_as_resource(save_name, resource_filename: String) -> void:
if not _load_save_settings(): return
if !DirAccess.dir_exists_absolute(_save_game_settings.save_game_data_path):
DirAccess.make_dir_absolute(_save_game_settings.save_game_data_path)
var save_game_file_path: String = _save_game_settings.save_game_data_path + resource_filename
var _save_resource: SaveGameDataResource = _generate_save_game_resource()
_save_resource.save_name = save_name
_save_resource.save_date = Time.get_datetime_string_from_system(false, true)
var result: int = ResourceSaver.save(_save_resource, save_game_file_path)
if result != OK:
save_error.emit("Failed to save game (" , result, "): " + save_game_file_path)
return
_take_save_screenshot(save_game_file_path)
save_complete.emit()
## Takes a screenshot and saves next to the save file[br]
## The icon utilizes the same filename as the save file, replacing `.tres` with `.png`
func _take_save_screenshot(save_game_file_path: String) -> void:
if !_enable_save_icon_generation: return
var _icon_filepath: String = save_game_file_path.replace(".tres", ".png")
var _icon: Image = get_viewport().get_texture().get_image()
if _save_icon_size != Vector2i.ZERO:
_icon.resize(_save_icon_size.x, _save_icon_size.y)
_icon.save_png(_icon_filepath)
## Apply the loaded save. Should be performed after load_save
func _on_apply_save() -> void:
if _loaded_save_resource == null: return
var root_node: Window = get_tree().root
for resource: Resource in _loaded_save_resource.save_data_nodes:
if resource is NodeDataResource:
(resource as NodeDataResource)._load_data(root_node)
apply_complete.emit()
func _on_autosave_timer_timeout() -> void:
if not _autosaves_enabled: return
_create_autosave()
## Delete both the save file and the related screenshot
func _on_delete_save(filename: String) -> void:
if filename.length() < 1:
delete_error.emit("Empty filename provided")
return
var save_file_path: String = _save_game_settings.save_game_data_path + filename
DirAccess.remove_absolute(save_file_path)
DirAccess.remove_absolute(save_file_path.replace(".tres", ".png")) # Delete icon
func _on_disable_autosaves() -> void:
_autosaves_enabled = false
stop_autosave.emit()
func _on_enable_autosaves() -> void:
_autosaves_enabled = true
func _on_load_game_save(resource_filename: String) -> void:
_load_game_resource(resource_filename)
func _on_quick_load() -> void:
if not _load_save_settings(): return
_load_game_resource(_save_game_settings.quicksave_file_name_prepend + "game_data.tres")
func _on_quick_save() -> void:
if not _load_save_settings(): return
_save_game_as_resource("Quick Save", _save_game_settings.quicksave_file_name_prepend + "game_data.tres")
## Save the game, with a filename of `<save_prepend><current_date>.tres
func _on_save_game_as_resource(save_name: String) -> void:
if not _load_save_settings(): return
var current_date: String = Time.get_datetime_string_from_system().replace(":", "")
var _filename: String = _save_game_settings.save_file_name_prepend + current_date + ".tres"
_loaded_save_resource.save_name = save_name
_save_game_as_resource(save_name, _filename)
save_complete.emit()
func _on_start_autosave() -> void:
if not _autosaves_enabled: return
if _save_game_settings == null:
_load_save_settings()
_autosave_timer.start(_save_game_settings.autosave_duration)
func _on_stop_autosave() -> void:
_autosave_timer.stop()
func _on_toggle_save_icon_generation(toggled: bool) -> void:
_enable_save_icon_generation = toggled