RingOfRaces/Storage/Database.gd

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GDScript3
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2021-04-08 19:43:34 +00:00
extends Node
const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")
var path = "user://storage.db"
var db_name = "RingOfRaces"
var db = null
var verbose = true
var host = null
# Called when the node enters the scene tree for the first time.
func _ready():
host = OS.get_name()
func CreateWorldDatabase():
print("Creating new database")
var SQLite = load("user://gdsqlite.gdns")
var player_inventory : Dictionary = Dictionary()
player_inventory["id"] = {"data_type":"int", "primary_key": true, "not_null": true} #slot id
player_inventory["item_id"] = {"data_type":"int", "not_null": true} #item id
player_inventory["item_name"] = {"data_type":"text", "not_null": true} #item name
player_inventory["amount"] = {"data_type":"int", "not_null": true} #amount
player_inventory["shortdesc"] = {"data_type":"char(80)", "not_null": true} #short description
db.create_table("player_inventory", player_inventory)
var items : Dictionary = Dictionary()
for i in range(40):
items["id"] = i
items["item_id"] = 0
items["item_name"] = "No Item"
items["amount"] = 0
items["shortdesc"] = "No item here"
# Insert a new row in the table
db.insert_row("player_inventory", items)
items.clear()
func OpenConnection():
if(str(OS.get_name()) == "X11"):
path = "res://storage.db"
self.db = SQLite.new()
var file = File.new()
self.db.path = path
self.db.verbose_mode = verbose
var create = false
print(path)
# This does not seem to work. The file is in the right place, but being recreated everytime. The file is findable in Res:// and C:/ .. But not after the user folder
if !file.file_exists(path):
print("File not existing, so creating new db")
create = true
self.db.open_db()
if create:
CreateWorldDatabase()
func OpenConnectionIfClosed():
if self.db == null:
OpenConnection()
func GetInventoryItems():
OpenConnectionIfClosed()
var ret = []
ret = db.select_rows("player_inventory", "",["*"])
return ret
func SaveInventory(player_inventory_items):
print("Now on inventory save file")
if(player_inventory_items == null or len(player_inventory_items) != 40):
Global.Log("Bad inventory save!", 3)
return
OpenConnectionIfClosed()
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass