doodle/pkg/savegame/savegame.go
Noah Petherbridge af6b8625d6 Flood Tool, Survival Mode for Azulian Tag
New features:
* Flood Tool for the editor. It replaces pixels of one color with another,
  contiguously. Has limits on how far from the original pixel it will color,
  to avoid infinite loops in case the user clicked on wide open void. The
  limit when clicking an existing color is 1200px or only a 600px limit if
  clicking into the void.
* Cheat code: 'master key' to play locked Story Mode levels.

Level GameRules feature added:
* A new tab in the Level Properties dialog
* Difficulty has been moved to this tab
* Survival Mode: for silver high score, longest time alive is better than
  fastest time, for Azulian Tag maps. Gold high score is still based on
  fastest time - find the hidden level exit without dying!

Tweaks to the Azulians' jump heights:
* Blue Azulian:  12 -> 14
* Red Azulian:   14 -> 18
* White Azulian: 16 -> 20

Bugs fixed:
* When editing your Palette to rename a color or add a new color, it wasn't
  possible to draw with that color until the editor was completely unloaded
  and reloaded; this is now fixed.
* Minor bugfix in Difficulty.String() for Peaceful (-1) difficulty to avoid
  a negative array index.
* Try and prevent user giving the same name to multiple swatches on their
  palette. Replacing the whole palette can let duplication through still.
2022-03-26 13:55:06 -07:00

244 lines
5.6 KiB
Go

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