started work on save structures and data validation
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@@ -1,11 +1,6 @@
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extends Node
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## SAVE DATA
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#PERSISTENT DATA
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var last_hit_path
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var player_deaths = 0
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var enemies_killed = 0
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var shots_fired = 0
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#GAME DATA
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var data_cleared
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@@ -23,53 +18,51 @@ var persistent_save_path = "user://persistent_data.save"
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func _ready() -> void:
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SignalBus.shot_fired.connect(shot_fired)
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if player_deaths == null:
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player_deaths = 0
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if enemies_killed == null:
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enemies_killed = 0
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func save_persistent_data():
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var level_control = get_tree().current_scene
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var player = level_control.player
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var file = FileAccess.open(persistent_save_path, FileAccess.WRITE)
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print("LAST HIT PATH " + str(last_hit_path))
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file.store_var(last_hit_path)
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file.store_var(player.velocity)
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print("LAST HIT PATH " + str(GameGlobals.last_hit_path))
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#cache data before saving and creating checksum in case it changes between data saving and checksum generating
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var money = GameGlobals.money
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var deposited_money = GameGlobals.deposited_money
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var health = GameGlobals.health
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var high_score = GameGlobals.high_score
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var player_deaths = GameGlobals.player_deaths
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var shots_fired = GameGlobals.shots_fired
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file.store_var(GameGlobals.last_hit_path)
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file.store_var(GameGlobals.leaderboard_name)
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file.store_var(get_tree().current_scene.scene_file_path)
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file.store_var(get_tree().current_scene.gamemode.resource_path)
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file.store_var(GameGlobals.money)
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file.store_var(GameGlobals.deposited_money)
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file.store_var(GameGlobals.health)
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file.store_var(GameGlobals.high_score)
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file.store_var(money)
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file.store_var(deposited_money)
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file.store_var(health)
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file.store_var(high_score)
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file.store_var(player_deaths)
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file.store_var(enemies_killed)
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file.store_var(GameGlobals.enemies_killed)
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file.store_var(shots_fired)
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var held_guns = save_resource_path(GameGlobals.held_guns)
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file.store_var(held_guns)
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file.store_var(GameGlobals.gun_ammo)
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file.store_var(GameGlobals.ammo_reserve)
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file.store_var(GameGlobals.current_gun_index)
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file.store_var(data_cleared)
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var check_data = [money,deposited_money,health,high_score,player_deaths,shots_fired]
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file.store_var(HelperFuncs.checksum(check_data))
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file.close()
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func load_persistent_data():
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var level_control = get_tree().current_scene
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if FileAccess.file_exists(persistent_save_path):
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var file = FileAccess.open(persistent_save_path, FileAccess.READ)
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last_hit_path = file.get_var()
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player_velocity_cache = file.get_var()
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GameGlobals.last_hit_path = file.get_var()
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GameGlobals.leaderboard_name = file.get_var()
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GameGlobals.current_level = str(file.get_var())
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GameGlobals.current_gamemode = file.get_var()
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GameGlobals.money = set_nulls_zero(file.get_var())
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GameGlobals.deposited_money = set_nulls_zero(file.get_var())
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GameGlobals.health = file.get_var()
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GameGlobals.high_score = file.get_var()
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player_deaths = set_nulls_zero(file.get_var())
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enemies_killed = set_nulls_zero(file.get_var())
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shots_fired = set_nulls_zero(file.get_var())
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var money = set_nulls_zero(file.get_var())
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var deposited_money = set_nulls_zero(file.get_var())
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var health = file.get_var()
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var high_score = file.get_var()
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var player_deaths = set_nulls_zero(file.get_var())
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GameGlobals.enemies_killed = set_nulls_zero(file.get_var())
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var shots_fired = set_nulls_zero(file.get_var())
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var held_guns_encoded = file.get_var()
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@@ -81,13 +74,15 @@ func load_persistent_data():
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if !get_tree().current_scene.is_in_group("ui"):
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get_tree().current_scene.gun_spawn(GameGlobals.current_gun_index)
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data_cleared = file.get_var()
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var checksum = file.get_var()
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var check_data = [money,deposited_money,health,high_score,player_deaths,shots_fired]
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if checksum == HelperFuncs.checksum(check_data):
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print("DATA VALID") #APPLY DATA AFTER
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else:
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print("DATA NOT VALID")
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file.close()
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else:
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print("no data saved...")
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last_hit_path = null
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player_deaths = null
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enemies_killed = null
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func save_game_data(level_name):
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@@ -229,4 +224,4 @@ func load_resource_path(array):
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return []
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func shot_fired():
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shots_fired += 1 #null_data_check(shots_fired, 1)
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GameGlobals.shots_fired += 1 #null_data_check(shots_fired, 1)
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