RingOfRaces/Storage/Database.gd

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GDScript3
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extends Node
const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")
var path = "res://Storage/World1.db"
var db_name = "RingOfRaces"
var db = null
var verbose = true
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
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func CreateWorldDatabase():
print("Creating new database")
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()
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func OpenConnection():
self.db = SQLite.new()
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var file = File.new()
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self.db.path = path
self.db.verbose_mode = verbose
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var create = false
if !file.file_exists(path):
create = true
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self.db.open_db()
if create:
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CreateWorldDatabase()
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func OpenConnectionIfClosed():
if self.db == null:
OpenConnection()
func GetInventoryItems():
OpenConnectionIfClosed()
var ret = []
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ret = db.select_rows("player_inventory", "",["*"])
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return ret
func SaveInventory(inventory):
if(inventory == null or len(inventory) != 40):
Global.Log("Bad inventory save!", 3)
return
OpenConnectionIfClosed()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass