Noah Petherbridge
48e18da511
* If the player runs the PlayAsBird cheat they shouldn't be able to win a high score on a level, so at level startup it detects whether the DefaultPlayerCharacterDoodad has changed from default on a level that doesn't use the Start Flag to set a specific doodad - and immediately marks the session as cheated
233 lines
5.3 KiB
Go
233 lines
5.3 KiB
Go
package savegame
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import (
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"bufio"
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"crypto/sha1"
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"encoding/hex"
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"encoding/json"
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"errors"
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"fmt"
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"os"
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"path/filepath"
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"strings"
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"time"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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)
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// SaveGame holds the user's progress thru level packs.
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type SaveGame struct {
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LevelPacks map[string]*LevelPack `json:"levelPacks"`
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}
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// LevelPack holds savegame process for a level pack.
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type LevelPack struct {
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Levels map[string]*Level `json:"levels"`
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}
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// Level holds high score information for a level.
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type Level struct {
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Completed bool `json:"completed"`
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BestTime *time.Duration `json:"bestTime"`
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PerfectTime *time.Duration `json:"perfectTime"`
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}
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// New creates a new SaveGame.
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func New() *SaveGame {
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return &SaveGame{
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LevelPacks: map[string]*LevelPack{},
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}
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}
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// NewLevelPack initializes a LevelPack struct.
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func NewLevelPack() *LevelPack {
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return &LevelPack{
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Levels: map[string]*Level{},
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}
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}
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// GetOrCreate the save game JSON. If the save file isn't found OR has an
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// invalid checksum, it is created. Always returns a valid SaveGame struct
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// and the error may communicate if there was a problem reading an existing file.
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func GetOrCreate() (*SaveGame, error) {
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if sg, err := Load(); err == nil {
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return sg, nil
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} else {
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return New(), err
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}
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}
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// Load the save game JSON from the user's profile directory.
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func Load() (*SaveGame, error) {
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fh, err := os.Open(userdir.SaveFile)
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if err != nil {
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return nil, err
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}
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// Read the checksum line.
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scanner := bufio.NewScanner(fh)
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scanner.Scan()
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var (
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checksum = scanner.Text()
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jsontext []byte
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)
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for scanner.Scan() {
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jsontext = append(jsontext, scanner.Bytes()...)
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}
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// Validate the checksum.
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if !verifyChecksum(jsontext, checksum) {
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return nil, errors.New("checksum error")
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}
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// Parse the JSON.
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var sg = New()
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err = json.Unmarshal(jsontext, sg)
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if err != nil {
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return nil, err
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}
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return sg, nil
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}
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// Save the savegame.json to disk.
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func (sg *SaveGame) Save() error {
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// Encode to JSON.
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text, err := json.Marshal(sg)
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if err != nil {
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return err
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}
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// Create the checksum.
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checksum := makeChecksum(text)
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// Write the file.
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fh, err := os.Create(userdir.SaveFile)
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if err != nil {
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return err
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}
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defer fh.Close()
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fh.Write([]byte(checksum))
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fh.Write([]byte{'\n'})
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fh.Write(text)
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return nil
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}
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// MarkCompleted is a helper function to mark a levelpack level completed.
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// Parameters are the filename of the levelpack and the level therein.
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// Extra path info except the base filename is stripped from both.
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func (sg *SaveGame) MarkCompleted(levelpack, filename string) {
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lvl := sg.GetLevelScore(levelpack, filename)
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lvl.Completed = true
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}
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// NewHighScore may set a new highscore for a level.
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//
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// The level will be marked Completed and if the given score is better
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// than the stored one it will update.
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//
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// Returns true if a new high score was logged.
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func (sg *SaveGame) NewHighScore(levelpack, filename string, isPerfect bool, elapsed time.Duration) bool {
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levelpack = filepath.Base(levelpack)
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filename = filepath.Base(filename)
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score := sg.GetLevelScore(levelpack, filename)
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score.Completed = true
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var newHigh bool
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if isPerfect {
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if score.PerfectTime == nil || *score.PerfectTime > elapsed {
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score.PerfectTime = &elapsed
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newHigh = true
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}
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} else {
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if score.BestTime == nil || *score.BestTime > elapsed {
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score.BestTime = &elapsed
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newHigh = true
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}
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}
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if newHigh {
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if sg.LevelPacks[levelpack] == nil {
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sg.LevelPacks[levelpack] = NewLevelPack()
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}
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sg.LevelPacks[levelpack].Levels[filename] = score
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}
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return newHigh
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}
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// GetLevelScore finds or creates a default Level score.
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func (sg *SaveGame) GetLevelScore(levelpack, filename string) *Level {
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levelpack = filepath.Base(levelpack)
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filename = filepath.Base(filename)
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if _, ok := sg.LevelPacks[levelpack]; !ok {
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sg.LevelPacks[levelpack] = NewLevelPack()
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}
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if row, ok := sg.LevelPacks[levelpack].Levels[filename]; ok {
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return row
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} else {
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row = &Level{}
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sg.LevelPacks[levelpack].Levels[filename] = row
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return row
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}
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}
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// CountCompleted returns the number of completed levels in a levelpack.
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func (sg *SaveGame) CountCompleted(levelpack string) int {
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var count int
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levelpack = filepath.Base(levelpack)
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if lp, ok := sg.LevelPacks[levelpack]; ok {
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for _, lvl := range lp.Levels {
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if lvl.Completed {
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count++
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}
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}
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}
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return count
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}
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// FormatDuration pretty prints a time.Duration in MM:SS format.
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func FormatDuration(d time.Duration) string {
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var (
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millisecond = d.Milliseconds()
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second = (millisecond / 1000) % 60
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minute = (millisecond / (1000 * 60)) % 60
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hour = (millisecond / (1000 * 60 * 60)) % 24
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ms = fmt.Sprintf("%d", millisecond%1000)
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)
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// Limit milliseconds to 2 digits.
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if len(ms) > 2 {
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ms = ms[:2]
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}
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return strings.TrimPrefix(
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fmt.Sprintf("%02d:%02d:%02d.%s", hour, minute, second, ms),
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"00:",
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)
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}
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// Hashing key that goes into the level's save data.
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var secretKey = []byte(`Sc\x96R\x8e\xba\x96\x8e\x1fg\x01Q\xf5\xcbIX`)
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func makeChecksum(jsontext []byte) string {
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h := sha1.New()
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h.Write(jsontext)
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h.Write(secretKey)
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h.Write(usercfg.Current.Entropy)
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return hex.EncodeToString(h.Sum(nil))
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}
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func verifyChecksum(jsontext []byte, checksum string) bool {
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expect := makeChecksum(jsontext)
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return expect == checksum
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}
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