Implemented Loading function on fields and plants

feature/farming_bugfixes_and_magic_word
kziolkowski 2 months ago
parent 3fcb34c04d
commit 6613e54658

@ -33,6 +33,7 @@ QuestManager="*res://prefabs/quests/quest_manager_autoload.tscn"
Signal_Debugger="*res://addons/SignalVisualizer/Debugger/SignalDebugger.gd"
FightWorldAutoload="*res://prefabs/fight/fight_world_autoload.tscn"
FieldService="*res://scripts/CSharp/Common/Farming/FieldService.cs"
SaveGameManager="*res://scripts/CSharp/Common/Savegame/SaveGameManager.cs"
[dialogic]

@ -8,8 +8,8 @@
"beetRootScene_field6": "{\n\t\"field_state\": 1,\n\t\"plant_data\": {\n\t\t\"plant_days_growing\": 0,\n\t\t\"plant_state\": 3,\n\t\t\"prefab_path\": \"res://prefabs/farm/plants/beet_plant.tscn\"\n\t}\n}",
"beetRootScene_field7": "{\n\t\"field_state\": 1,\n\t\"plant_data\": {\n\t\t\"plant_days_growing\": 0,\n\t\t\"plant_state\": 3,\n\t\t\"prefab_path\": \"res://prefabs/farm/plants/beet_plant.tscn\"\n\t}\n}",
"beetRootScene_field8": "{\n\t\"field_state\": 0\n}",
"farmOutside_field0": "{\n\t\"field_state\": 0\n}",
"farmOutside_field1": "{\n\t\"field_state\": 0\n}",
"farmOutside_field0": "{\n\t\"field_state\": 3\n}",
"farmOutside_field1": "{\n\t\"field_state\": 3\n}",
"farmOutside_field10": "{\n\t\"field_state\": 0\n}",
"farmOutside_field11": "{\n\t\"field_state\": 0\n}",
"farmOutside_field12": "{\n\t\"field_state\": 0\n}",
@ -20,15 +20,15 @@
"farmOutside_field17": "{\n\t\"field_state\": 0\n}",
"farmOutside_field18": "{\n\t\"field_state\": 0\n}",
"farmOutside_field19": "{\n\t\"field_state\": 0\n}",
"farmOutside_field2": "{\n\t\"field_state\": 0\n}",
"farmOutside_field2": "{\n\t\"field_state\": 3,\n\t\"plant_data\": {\n\t\t\"plant_days_growing\": 0,\n\t\t\"plant_state\": 1,\n\t\t\"prefab_path\": \"res://prefabs/farm/plants/beet_plant.tscn\"\n\t}\n}",
"farmOutside_field20": "{\n\t\"field_state\": 0\n}",
"farmOutside_field21": "{\n\t\"field_state\": 0\n}",
"farmOutside_field22": "{\n\t\"field_state\": 0\n}",
"farmOutside_field23": "{\n\t\"field_state\": 0\n}",
"farmOutside_field24": "{\n\t\"field_state\": 0\n}",
"farmOutside_field25": "{\n\t\"field_state\": 0\n}",
"farmOutside_field3": "{\n\t\"field_state\": 0\n}",
"farmOutside_field4": "{\n\t\"field_state\": 0\n}",
"farmOutside_field3": "{\n\t\"field_state\": 2,\n\t\"plant_data\": {\n\t\t\"plant_days_growing\": 0,\n\t\t\"plant_state\": 1,\n\t\t\"prefab_path\": \"res://prefabs/farm/plants/tomato_plant.tscn\"\n\t}\n}",
"farmOutside_field4": "{\n\t\"field_state\": 1\n}",
"farmOutside_field5": "{\n\t\"field_state\": 0\n}",
"farmOutside_field6": "{\n\t\"field_state\": 0\n}",
"farmOutside_field7": "{\n\t\"field_state\": 0\n}",

@ -1956,7 +1956,7 @@ region_rect = Rect2(332, 194, 179, 154)
[node name="grass3" type="Sprite2D" parent="YSorted/Farm visuals/Static/greenery/grass"]
modulate = Color(0.954868, 0.882599, 0.798501, 1)
z_index = -5
position = Vector2(18189, 1960)
position = Vector2(18165, 1966)
scale = Vector2(5.77602, 3.87779)
texture = ExtResource("42_loeum")
region_enabled = true

@ -73,7 +73,7 @@ public partial class FieldBehaviour2D : Sprite2D
public override void _Ready()
{
LoadFromSaveData();
if(PlantingPlaceholder.GetChildCount() > 0)
_currentPlant = PlantingPlaceholder.GetChild<PlantBehaviour2D>(0);
UpdateFieldState(FieldState);
@ -159,17 +159,7 @@ public partial class FieldBehaviour2D : Sprite2D
if (!string.IsNullOrEmpty(plantPrefabPath))
{
PackedScene prefab = ResourceLoader.Load<PackedScene>(plantPrefabPath, nameof(PackedScene));
Node2D plant2d = prefab.Instantiate<Node2D>();
PlantingPlaceholder.AddChild(plant2d);
plant2d.GlobalPosition = PlantingPlaceholder.GlobalPosition;
_currentPlant = plant2d as PlantBehaviour2D;
if (_currentPlant != null)
{
_currentPlant.Field = this;
}
PlantPrefab(plantPrefabPath);
InventoryManager.Instance.playerInventory.RemoveItem(currentSlotIndex);
success = true;
}
@ -177,6 +167,21 @@ public partial class FieldBehaviour2D : Sprite2D
return success;
}
private void PlantPrefab(string prefabPath)
{
PackedScene prefab = ResourceLoader.Load<PackedScene>(prefabPath, nameof(PackedScene));
Node2D plant2d = prefab.Instantiate<Node2D>();
PlantingPlaceholder.AddChild(plant2d);
plant2d.GlobalPosition = PlantingPlaceholder.GlobalPosition;
_currentPlant = plant2d as PlantBehaviour2D;
if (_currentPlant != null)
{
_currentPlant.Field = this;
}
}
public void UpdateSaveData()
{
@ -206,4 +211,54 @@ public partial class FieldBehaviour2D : Sprite2D
SavegameService.AppendSave(saveData);
}
public void LoadFromSaveData()
{
var sceneName = _sceneKeyProvider.Payload.AsString();
var id = SaveId + _fieldIndex.Payload.AsString();
string jsonPayload = SavegameService.GetSaveData(sceneName, id);
Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
if (save.Count > 0)
{
if (save.TryGetValue("field_state", out Variant fieldStateVar))
{
int fieldStateInt = fieldStateVar.AsInt32();
FieldState = (FieldState) fieldStateInt;
if (fieldStateInt != 0)
{
Visible = true;
UpdateFieldState(FieldState);
}
}
if (save.TryGetValue("plant_data", out Variant plantDataVar))
{
Dictionary<string, Variant> plantDataDict = plantDataVar.AsGodotDictionary<string, Variant>();
if (plantDataDict.TryGetValue("prefab_path", out Variant prefabPathVar))
{
PlantPrefab(prefabPathVar.AsString());
}
else
{
return;
}
if (plantDataDict.TryGetValue("plant_state", out Variant plantStateVar) && _currentPlant != null)
{
_currentPlant.State = (PlantState) plantStateVar.AsInt32();
_currentPlant.GrowPlant();
}
if (plantDataDict.TryGetValue("plant_days_growing", out Variant plantDaysGrowingVar) && _currentPlant != null)
{
_currentPlant.DaysGrowing = plantDaysGrowingVar.AsInt32();
}
}
}
}
}

@ -1,5 +1,4 @@
using System.Collections.Generic;
using Babushka.scripts.CSharp.Common.Services;
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;

@ -25,7 +25,11 @@ public partial class PlantBehaviour2D : Node2D
private bool _magicWordSaid = false;
private bool _calledOnReady = false;
public PlantState State => _state;
public PlantState State
{
get => _state;
set => _state = value;
}
public int DaysGrowing { get; set; }

@ -5,7 +5,7 @@ namespace Babushka.scripts.CSharp.Common.Savegame;
[Serializable]
public class SaveData
{
public string SceneName;
public string SceneName;
public string Id;
public string JsonPayload;

@ -0,0 +1,19 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Savegame;
/// <summary>
/// This class manages the loading of the savegame throughout the gameplay flow.
/// </summary>
public partial class SaveGameManager : Node
{
public static SaveGameManager? Instance { get; private set; } = null!;
public override void _EnterTree()
{
Instance = this;
SavegameService.Load();
}
}

@ -1,3 +1,4 @@
using System;
using Godot;
using Godot.Collections;
using FileAccess = Godot.FileAccess;
@ -8,7 +9,10 @@ public static class SavegameService
{
public static readonly string SavePath = "res://savegame/savegame.json";
public static Dictionary<string, Variant> SaveDatas = new ();
public static Dictionary<string, string> SaveDatas = new ();
public static bool _loaded = false;
public static void AppendSave(SaveData saveData)
{
@ -23,12 +27,49 @@ public static class SavegameService
SaveDatas.Add(key, saveData.JsonPayload);
}
}
public static string GetSaveData(string sceneName, string id)
{
string saveData = "";
string key = string.Concat(sceneName, "_", id);
if (!_loaded)
{
GD.Print("SavegameService: SaveFile not loaded.");
return saveData;
}
if (SaveDatas.ContainsKey(key))
{
saveData = SaveDatas[key];
}
return saveData;
}
public static void Save()
{
string json = Json.Stringify(SaveDatas, indent: "\t");
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
file.StoreString(json);
GD.Print($"Game saved to {file}");
}
public static void Load()
{
try
{
string saveDataJson = FileAccess.GetFileAsString(SavePath);
SaveDatas = Json.ParseString(saveDataJson).AsGodotDictionary<string, string>();
}
catch(Exception e)
{
GD.PrintRich(e.Message);
return;
}
_loaded = true;
}
}

@ -1,6 +1,5 @@
using Babushka.scripts.CSharp.Common.Savegame;
using Babushka.scripts.CSharp.Common.SceneManagement;
using Babushka.scripts.CSharp.Common.Services;
using Godot;
namespace Babushka.scripts.CSharp.Common;

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