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save.js
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/**
💾
@file save
@summary save/load your game
@license MIT
@version 1.0.2
@requires 5.4
@author Sean S. LeBlanc
@description
Introduces save/load functionality.
Includes:
- data that may be saved/loaded:
- current room/position within room
- inventory/items in rooms
- dialog variables
- dialog position
- basic autosave
- dialog tags:
- (save): saves game
- (load ""): loads game; parameter is text to show as title on load
- (clear): clears saved game
- (saveNow)/(loadNow)/(clearNow): instant varieties of above tags
Notes:
- Storage is implemented through browser localStorage: https://developer.mozilla.org/en-US/docs/Web/API/Window/localStorage
Remember to clear storage while working on a game, otherwise loading may prevent you from seeing your changes!
You can use the `clearOnStart` option to do this for you when testing.
- This hack only tracks state which could be modified via vanilla bitsy features,
i.e. compatability with other hacks that modify state varies;
you may need to modify save/load to include/exclude things for compatability.
(feel free to ask for help tailoring these to your needs!)
- There is only one "save slot"; it would not be too difficult to implement more,
but it adds a lot of complexity that most folks probably don't need.
HOW TO USE:
1. Copy-paste this script into a script tag after the bitsy source
2. Edit hackOptions below as needed
*/
this.hacks = this.hacks || {};
this.hacks.save = (function (exports,bitsy) {
'use strict';
var hackOptions = {
// when to save/load
autosaveInterval: Infinity, // time in milliseconds between autosaves (never autosaves if Infinity)
loadOnStart: true, // if true, loads save when starting
clearOnEnd: false, // if true, deletes save when restarting after reaching an ending
clearOnStart: false, // if true, deletes save when page is loaded (mostly for debugging)
// what to save/load
position: true, // if true, saves which room the player is in, and where they are in the room
variables: true, // if true, saves dialog variables (note: does not include item counts)
items: true, // if true, saves player inventory (i.e. item counts) and item placement in rooms
dialog: true, // if true, saves dialog position (for sequences etc)
key: 'snapshot', // where in localStorage to save/load data
};
bitsy = bitsy && bitsy.hasOwnProperty('default') ? bitsy['default'] : bitsy;
/**
@file utils
@summary miscellaneous bitsy utilities
@author Sean S. LeBlanc
*/
/*
Helper used to replace code in a script tag based on a search regex
To inject code without erasing original string, using capturing groups; e.g.
inject(/(some string)/,'injected before $1 injected after')
*/
function inject(searchRegex, replaceString) {
// find the relevant script tag
var scriptTags = document.getElementsByTagName('script');
var scriptTag;
var code;
for (var i = 0; i < scriptTags.length; ++i) {
scriptTag = scriptTags[i];
var matchesSearch = scriptTag.textContent.search(searchRegex) !== -1;
var isCurrentScript = scriptTag === document.currentScript;
if (matchesSearch && !isCurrentScript) {
code = scriptTag.textContent;
break;
}
}
// error-handling
if (!code) {
throw 'Couldn\'t find "' + searchRegex + '" in script tags';
}
// modify the content
code = code.replace(searchRegex, replaceString);
// replace the old script tag with a new one using our modified code
var newScriptTag = document.createElement('script');
newScriptTag.textContent = code;
scriptTag.insertAdjacentElement('afterend', newScriptTag);
scriptTag.remove();
}
/**
* Helper for getting an array with unique elements
* @param {Array} array Original array
* @return {Array} Copy of array, excluding duplicates
*/
function unique(array) {
return array.filter(function (item, idx) {
return array.indexOf(item) === idx;
});
}
/**
@file kitsy-script-toolkit
@summary makes it easier and cleaner to run code before and after Bitsy functions or to inject new code into Bitsy script tags
@license WTFPL (do WTF you want)
@version 3.4.0
@requires Bitsy Version: 4.5, 4.6
@author @mildmojo
@description
HOW TO USE:
import {before, after, inject, addDialogTag, addDeferredDialogTag} from "./helpers/kitsy-script-toolkit";
before(targetFuncName, beforeFn);
after(targetFuncName, afterFn);
inject(searchRegex, replaceString);
addDialogTag(tagName, dialogFn);
addDeferredDialogTag(tagName, dialogFn);
For more info, see the documentation at:
https://github.com/seleb/bitsy-hacks/wiki/Coding-with-kitsy
*/
// Ex: inject(/(names.sprite.set\( name, id \);)/, '$1console.dir(names)');
function inject$1(searchRegex, replaceString) {
var kitsy = kitsyInit();
kitsy.queuedInjectScripts.push({
searchRegex: searchRegex,
replaceString: replaceString
});
}
// Ex: before('load_game', function run() { alert('Loading!'); });
// before('show_text', function run(text) { return text.toUpperCase(); });
// before('show_text', function run(text, done) { done(text.toUpperCase()); });
function before(targetFuncName, beforeFn) {
var kitsy = kitsyInit();
kitsy.queuedBeforeScripts[targetFuncName] = kitsy.queuedBeforeScripts[targetFuncName] || [];
kitsy.queuedBeforeScripts[targetFuncName].push(beforeFn);
}
// Ex: after('load_game', function run() { alert('Loaded!'); });
function after(targetFuncName, afterFn) {
var kitsy = kitsyInit();
kitsy.queuedAfterScripts[targetFuncName] = kitsy.queuedAfterScripts[targetFuncName] || [];
kitsy.queuedAfterScripts[targetFuncName].push(afterFn);
}
function kitsyInit() {
// return already-initialized kitsy
if (bitsy.kitsy) {
return bitsy.kitsy;
}
// Initialize kitsy
bitsy.kitsy = {
queuedInjectScripts: [],
queuedBeforeScripts: {},
queuedAfterScripts: {}
};
var oldStartFunc = bitsy.startExportedGame;
bitsy.startExportedGame = function doAllInjections() {
// Only do this once.
bitsy.startExportedGame = oldStartFunc;
// Rewrite scripts and hook everything up.
doInjects();
applyAllHooks();
// Start the game
bitsy.startExportedGame.apply(this, arguments);
};
return bitsy.kitsy;
}
function doInjects() {
bitsy.kitsy.queuedInjectScripts.forEach(function (injectScript) {
inject(injectScript.searchRegex, injectScript.replaceString);
});
_reinitEngine();
}
function applyAllHooks() {
var allHooks = unique(Object.keys(bitsy.kitsy.queuedBeforeScripts).concat(Object.keys(bitsy.kitsy.queuedAfterScripts)));
allHooks.forEach(applyHook);
}
function applyHook(functionName) {
var functionNameSegments = functionName.split('.');
var obj = bitsy;
while (functionNameSegments.length > 1) {
obj = obj[functionNameSegments.shift()];
}
var lastSegment = functionNameSegments[0];
var superFn = obj[lastSegment];
var superFnLength = superFn ? superFn.length : 0;
var functions = [];
// start with befores
functions = functions.concat(bitsy.kitsy.queuedBeforeScripts[functionName] || []);
// then original
if (superFn) {
functions.push(superFn);
}
// then afters
functions = functions.concat(bitsy.kitsy.queuedAfterScripts[functionName] || []);
// overwrite original with one which will call each in order
obj[lastSegment] = function () {
var args = [].slice.call(arguments);
var i = 0;
runBefore.apply(this, arguments);
// Iterate thru sync & async functions. Run each, finally run original.
function runBefore() {
// All outta functions? Finish
if (i === functions.length) {
return;
}
// Update args if provided.
if (arguments.length > 0) {
args = [].slice.call(arguments);
}
if (functions[i].length > superFnLength) {
// Assume funcs that accept more args than the original are
// async and accept a callback as an additional argument.
functions[i++].apply(this, args.concat(runBefore.bind(this)));
} else {
// run synchronously
var newArgs = functions[i++].apply(this, args);
newArgs = newArgs && newArgs.length ? newArgs : args;
runBefore.apply(this, newArgs);
}
}
};
}
function _reinitEngine() {
// recreate the script and dialog objects so that they'll be
// referencing the code with injections instead of the original
bitsy.scriptModule = new bitsy.Script();
bitsy.scriptInterpreter = bitsy.scriptModule.CreateInterpreter();
bitsy.dialogModule = new bitsy.Dialog();
bitsy.dialogRenderer = bitsy.dialogModule.CreateRenderer();
bitsy.dialogBuffer = bitsy.dialogModule.CreateBuffer();
}
// Rewrite custom functions' parentheses to curly braces for Bitsy's
// interpreter. Unescape escaped parentheticals, too.
function convertDialogTags(input, tag) {
return input
.replace(new RegExp('\\\\?\\((' + tag + '(\\s+(".+?"|.+?))?)\\\\?\\)', 'g'), function(match, group){
if(match.substr(0,1) === '\\') {
return '('+ group + ')'; // Rewrite \(tag "..."|...\) to (tag "..."|...)
}
return '{'+ group + '}'; // Rewrite (tag "..."|...) to {tag "..."|...}
});
}
function addDialogFunction(tag, fn) {
var kitsy = kitsyInit();
kitsy.dialogFunctions = kitsy.dialogFunctions || {};
if (kitsy.dialogFunctions[tag]) {
throw new Error('The dialog function "' + tag + '" already exists.');
}
// Hook into game load and rewrite custom functions in game data to Bitsy format.
before('parseWorld', function (game_data) {
return [convertDialogTags(game_data, tag)];
});
kitsy.dialogFunctions[tag] = fn;
}
/**
* Adds a custom dialog tag which executes the provided function.
* For ease-of-use with the bitsy editor, tags can be written as
* (tagname "parameters") in addition to the standard {tagname "parameters"}
*
* Function is executed immediately when the tag is reached.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters, onReturn){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
* onReturn: function to call with return value (just call `onReturn(null);` at the end of your function if your tag doesn't interact with the logic system)
*/
function addDialogTag(tag, fn) {
addDialogFunction(tag, fn);
inject$1(
/(var functionMap = new Map\(\);)/,
'$1functionMap.set("' + tag + '", kitsy.dialogFunctions.' + tag + ');'
);
}
/**
* Adds a custom dialog tag which executes the provided function.
* For ease-of-use with the bitsy editor, tags can be written as
* (tagname "parameters") in addition to the standard {tagname "parameters"}
*
* Function is executed after the dialog box.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
*/
function addDeferredDialogTag(tag, fn) {
addDialogFunction(tag, fn);
bitsy.kitsy.deferredDialogFunctions = bitsy.kitsy.deferredDialogFunctions || {};
var deferred = bitsy.kitsy.deferredDialogFunctions[tag] = [];
inject$1(
/(var functionMap = new Map\(\);)/,
'$1functionMap.set("' + tag + '", function(e, p, o){ kitsy.deferredDialogFunctions.' + tag + '.push({e:e,p:p}); o(null); });'
);
// Hook into the dialog finish event and execute the actual function
after('onExitDialog', function () {
while (deferred.length) {
var args = deferred.shift();
bitsy.kitsy.dialogFunctions[tag](args.e, args.p, args.o);
}
});
// Hook into the game reset and make sure data gets cleared
after('clearGameData', function () {
deferred.length = 0;
});
}
/**
* Adds two custom dialog tags which execute the provided function,
* one with the provided tagname executed after the dialog box,
* and one suffixed with 'Now' executed immediately when the tag is reached.
*
* i.e. helper for the (exit)/(exitNow) pattern.
*
* @param {string} tag Name of tag
* @param {Function} fn Function to execute, with signature `function(environment, parameters){}`
* environment: provides access to SetVariable/GetVariable (among other things, see Environment in the bitsy source for more info)
* parameters: array containing parameters as string in first element (i.e. `parameters[0]`)
*/
function addDualDialogTag(tag, fn) {
addDialogTag(tag + 'Now', function(environment, parameters, onReturn) {
fn(environment, parameters);
onReturn(null);
});
addDeferredDialogTag(tag, fn);
}
function save() {
var snapshot = {};
if (hackOptions.position) {
snapshot.room = bitsy.curRoom;
snapshot.x = bitsy.player().x;
snapshot.y = bitsy.player().y;
}
if (hackOptions.items) {
snapshot.inventory = bitsy.player().inventory;
snapshot.items = Object.entries(bitsy.room).map(function (room) {
return [room[0], room[1].items];
});
}
if (hackOptions.variables) {
snapshot.variables = bitsy.scriptInterpreter.GetVariableNames().map(function (variable) {
return [variable, bitsy.scriptInterpreter.GetVariable(variable)];
});
}
if (hackOptions.dialog) {
snapshot.sequenceIndices = bitsy.saveHack.sequenceIndices;
}
localStorage.setItem(hackOptions.key, JSON.stringify(snapshot));
}
function load() {
var snapshot = localStorage.getItem(hackOptions.key);
// if there's no save, abort load
if (!snapshot) {
return;
}
snapshot = JSON.parse(snapshot);
if (hackOptions.position) {
if (snapshot.room) {
bitsy.curRoom = bitsy.player().room = snapshot.room;
}
if (snapshot.x && snapshot.y) {
bitsy.player().x = snapshot.x;
bitsy.player().y = snapshot.y;
}
}
if (hackOptions.items) {
if (snapshot.inventory) {
bitsy.player().inventory = snapshot.inventory;
}
if (snapshot.items) {
snapshot.items.forEach(function (entry) {
bitsy.room[entry[0]].items = entry[1];
});
}
}
if (hackOptions.variables && snapshot.variables) {
snapshot.variables.forEach(function (variable) {
bitsy.scriptInterpreter.SetVariable(variable[0], variable[1]);
});
}
if (hackOptions.dialog && snapshot.sequenceIndices) {
bitsy.saveHack.sequenceIndices = snapshot.sequenceIndices;
}
}
function clear() {
localStorage.removeItem(hackOptions.key);
}
function nodeKey(node) {
var key = node.key = node.key || node.options.map(function (option) {
return option.Serialize();
}).join('\n');
return key;
}
// setup global needed for saving/loading dialog progress
bitsy.saveHack = {
sequenceIndices: {},
saveSeqIdx: function (node, index) {
var key = nodeKey(node);
bitsy.saveHack.sequenceIndices[key] = index;
},
loadSeqIdx: function (node) {
var key = nodeKey(node);
return bitsy.saveHack.sequenceIndices[key];
}
};
// use saved index to eval/calc next index if available
inject(/(ptions\[index\].Eval)/g, `ptions[window.saveHack.loadSeqIdx(this) || index].Eval`);
inject(/var next = index \+ 1;/g, `var next = (window.saveHack.loadSeqIdx(this) || index) + 1;`);
// save index on changes
inject(/(index = next);/g, `$1,window.saveHack.saveSeqIdx(this, next);`);
inject(/(\tindex = 0);/g, `$1,window.saveHack.saveSeqIdx(this, 0);`);
// hook up autosave
var autosaveInterval;
after('onready', function () {
if (hackOptions.autosaveInterval < Infinity) {
clearInterval(autosaveInterval);
autosaveInterval = setInterval(save, hackOptions.autosaveInterval);
}
});
// hook up autoload
after('onready', function () {
if (hackOptions.loadOnStart) {
load();
}
});
// hook up clear on end
after('reset_cur_game', function () {
if (hackOptions.clearOnEnd) {
if (bitsy.isEnding) {
clear();
}
}
});
// hook up clear on start
before('startExportedGame', function () {
if (hackOptions.clearOnStart) {
clear();
}
});
// hook up dialog functions
function dialogLoad(environment, parameters) {
bitsy.reset_cur_game();
bitsy.dialogBuffer.EndDialog();
bitsy.startNarrating(parameters[0] || '');
}
addDualDialogTag('save', save);
addDualDialogTag('load', dialogLoad);
addDualDialogTag('clear', clear);
exports.hackOptions = hackOptions;
return exports;
}({},window));