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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Newtonsoft.Json;
namespace TimeHACK.Engine
{
public static class SaveSystem
{
public static Save CurrentSave { get; private set; }
public static string GameDirectory
{
get
{
return Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments), "TimeHACK");
}
}
public static string ProfileDirectory
{
get
{
return Path.Combine(GameDirectory, "Profiles");
}
}
public static bool LoadSave()
{
if(File.Exists(Path.Combine(ProfileDirectory, "user.save")))
{
//Read base64 string from file
string b64 = File.ReadAllText(Path.Combine(ProfileDirectory, "user.save"));
//Get Unicode byte array
byte[] bytes = Convert.FromBase64String(b64);
//Decode the Unicode
string json = Encoding.UTF8.GetString(bytes);
//Deserialize save object.
CurrentSave = JsonConvert.DeserializeObject<Save>(json);
return true;
}
else
{
NewGame();
return false;
}
}
public static void NewGame()
{
//TODO: User must set a username....somehow
if (!Directory.Exists(GameDirectory))
Directory.CreateDirectory(GameDirectory);
if (!Directory.Exists(ProfileDirectory))
Directory.CreateDirectory(ProfileDirectory);
var save = new Save();
save.ExperiencedStories = new List<string>();
save.InstalledPrograms = new Dictionary<string, bool>();
CurrentSave = save;
SaveGame();
}
public static void SaveGame()
{
//Serialize the save to JSON.
string json = JsonConvert.SerializeObject(CurrentSave);
//Get JSON bytes (Unicode format).
var bytes = Encoding.UTF8.GetBytes(json);
//Encode the array into Base64.
string b64 = Convert.ToBase64String(bytes);
//Write to disk.
File.WriteAllText(Path.Combine(ProfileDirectory, "user.save"), b64);
}
}
public class Save
{
public string Username { get; set; }
public Dictionary<string, bool> InstalledPrograms { get; set; }
public List<string> ExperiencedStories { get; set; }
}
}
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