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extends Node
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#const SQLite
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var path = " res://Savegames/ "
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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 ( )
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class Inventory_structure :
var id = 0
var item_id = 0
var item_name = " item_name "
var amount = 0
var shortdesc = " shortdesc "
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func _init ( id , item_id , item_name , amount , shortdesc ) :
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self . id = id
self . item_id = item_id
self . item_name = item_name
self . amount = amount
self . shortdesc = shortdesc
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func CreateWorldDatabase ( ) :
print ( " Creating new database " )
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#Inventory
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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
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self . db . create_table ( " player_inventory " , player_inventory )
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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
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self . db . insert_row ( " player_inventory " , items )
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items . clear ( )
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#interaction_map
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#Other world data
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func OpenConnection ( ) :
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if ( str ( OS . get_name ( ) ) == " Android " ) :
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DirAccess . make_dir_absolute ( " user://Savegames/ " )
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path += Global . dbname
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self . db = SQLite . new ( )
self . db . path = path
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
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if ResourceLoader . exists ( path ) :
print ( " Database does not exist. Creating a new one. " )
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create = true
self . db . open_db ( )
if create :
CreateWorldDatabase ( )
func OpenConnectionIfClosed ( ) :
if self . db == null :
OpenConnection ( )
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func CloseConnection ( ) :
if self . db != null :
self . db . commit ( )
self . db . close ( )
self . db = null
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func GetInventoryItems ( ) :
OpenConnectionIfClosed ( )
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return db . select_rows ( " player_inventory " , " " , [ " * " ] )
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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 )
OpenConnectionIfClosed ( )
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var items : Dictionary = Dictionary ( )
for item in player_inventory_items :
if ( item [ ' item_id ' ] == 0 ) :
continue
items [ " id " ] = item [ " id " ]
items [ " item_id " ] = item [ " item_id " ]
items [ " item_name " ] = item [ " item_name " ]
items [ " amount " ] = item [ " amount " ]
items [ " shortdesc " ] = item [ " shortdesc " ]
#self.db.query("select * from player_inventory")
self . db . update_rows ( " player_inventory " , " id == " + str ( items [ ' id ' ] ) , items )
#items.clear()
Global . Log ( " Inventory save succeeded " , 1 )
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# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass