mirror of
https://github.com/HistacomUnity/Histacom2-old.git
synced 2025-01-22 09:02:01 -05:00
316b7739bd
There is now a save troubleshooter that checks your save files if they can't load! Also, it checks what OS to load on startup of the game!
203 lines
6.4 KiB
C#
203 lines
6.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Newtonsoft.Json;
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namespace TimeHACK.Engine
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{
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public static class SaveSystem
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{
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public static Save CurrentSave { get; set; }
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public static FileSystemFolderInfo filesystemflinfo { get; set; }
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public static Boolean DevMode = false;
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public static string GameDirectory
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{
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get
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{
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return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), "TimeHACK");
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}
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}
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public static string AllProfilesDirectory
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{
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get
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{
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return Path.Combine(GameDirectory, "Profiles");
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}
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}
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public static string ProfileName = "";
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public static string ProfileFile = "main.save";
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public static string ProfileDirectory
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{
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get
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{
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return Path.Combine(GameDirectory, Path.Combine("Profiles", ProfileName));
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}
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}
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public static string ProfileFileSystemDirectory
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{
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get
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{
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return Path.Combine(ProfileDirectory, "folders");
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}
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}
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public static string ProfileMyComputerDirectory
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{
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get
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{
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return Path.Combine(ProfileFileSystemDirectory, "Computer");
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}
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}
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public static string ProfileSettingsDirectory
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{
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get
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{
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return Path.Combine(ProfileMyComputerDirectory, "Settings");
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}
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}
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public static string ProfileDocumentsDirectory
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{
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get
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{
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if (CurrentSave.CurrentOS == "95")
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{
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return Path.Combine(ProfileMyComputerDirectory, "Doc");
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} else {
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return Path.Combine(ProfileSettingsDirectory, "Doc");
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}
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}
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}
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public static string ProfileProgramsDirectory
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{
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get
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{
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return Path.Combine(ProfileMyComputerDirectory, "Prog");
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}
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}
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public static string ProfileWindowsDirectory
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{
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get
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{
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return Path.Combine(ProfileMyComputerDirectory, "Win");
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}
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}
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public static bool LoadSave()
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{
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// ON A FINAL RELEASE USE THE "FINAL RELEASE THINGS"
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#region Final Release Things
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//Read base64 string from file
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//string b64 = File.ReadAllText(Path.Combine(ProfileDirectory, ProfileFile));
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//Get Unicode byte array
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//byte[] bytes = Convert.FromBase64String(b64);
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//Decode the Unicode
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//string json = Encoding.UTF8.GetString(bytes);
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//Deserialize save object.
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#endregion
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// USE THE THINGS IN THE "DEVELOPER THINGS" FOR A DEVELOPMENT RELEASE
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#region Developer Things
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string json = File.ReadAllText(Path.Combine(ProfileDirectory, ProfileFile));
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#endregion
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CurrentSave = JsonConvert.DeserializeObject<Save>(json);
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return true;
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}
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public static void NewGame()
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{
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//TODO: User must set a username....somehow
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var save = new Save();
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save.ExperiencedStories = new List<string>();
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save.CurrentOS = "95";
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CurrentSave = save;
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CheckFiles();
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SaveGame();
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}
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public static void CheckFiles()
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{
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if (!Directory.Exists(GameDirectory))
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Directory.CreateDirectory(GameDirectory);
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if (!Directory.Exists(AllProfilesDirectory))
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Directory.CreateDirectory(AllProfilesDirectory);
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if (!Directory.Exists(ProfileDirectory))
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Directory.CreateDirectory(ProfileDirectory);
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if (!Directory.Exists(ProfileFileSystemDirectory))
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Directory.CreateDirectory(ProfileFileSystemDirectory);
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SaveDirectoryInfo(ProfileFileSystemDirectory, false, "My Computer", false);
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SaveDirectoryInfo(ProfileMyComputerDirectory, false, "Win95", true);
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SaveDirectoryInfo(ProfileDocumentsDirectory, false, "My Documents", true);
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SaveDirectoryInfo(ProfileSettingsDirectory, false, "Documents and Settings", true);
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SaveDirectoryInfo(ProfileProgramsDirectory, true, "Program Files", true);
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SaveDirectoryInfo(ProfileWindowsDirectory, true, "Windows", true);
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}
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public static void SaveDirectoryInfo(String directory, Boolean isProtected, String label, Boolean allowback)
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{
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if (!Directory.Exists(directory))
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Directory.CreateDirectory(directory);
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FileSystemFolderInfo info = new FileSystemFolderInfo();
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info.Isprotected = isProtected;
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info.label = label;
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info.allowback = allowback;
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string toWrite = JsonConvert.SerializeObject(info, Formatting.Indented);
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File.WriteAllText(Path.Combine(directory, "_data.info"), toWrite);
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}
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public static void SaveGame()
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{
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//Serialize the save to JSON.
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string json = JsonConvert.SerializeObject(CurrentSave, Formatting.Indented);
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// ADD THE TWO LINES OF CODE BELOW ON A FINAL RELEASE
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//Get JSON bytes (Unicode format).
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//var bytes = Encoding.UTF8.GetBytes(json);
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//Encode the array into Base64.
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//string b64 = Convert.ToBase64String(bytes);
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//Write to disk.
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// CHANGE THE "JSON" TO "B64" ON A FINAL RELEASE!
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File.WriteAllText(Path.Combine(ProfileDirectory, ProfileFile), json);
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}
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}
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public class Save
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{
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public string Username { get; set; }
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public string CurrentOS { get; set; }
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// public Dictionary<string, bool> InstalledPrograms { get; set; } InstallProgram is no longer needed... we have that data in the FileSystem
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public List<string> ExperiencedStories { get; set; }
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}
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public class FileSystemFolderInfo
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{
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public Boolean Isprotected { get; set; }
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public String label { get; set; }
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public Boolean allowback { get; set; }
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}
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}
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