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const Memory = {
/**
* @type {State}
*/
state: new State(),
/**
* @returns {string}
*/
save () {
const saveMonster = (monsterData, monsterState) => {
monsterData.level = monsterState.level;
monsterData.hp = monsterState.hp;
if (monsterData.statusEffect && monsterData.statusEffect.slug === 'lifeleech') {
monsterData.statusEffect = null;
}
return monsterData;
};
/**
* @type {State}
*/
const saveData = JSON.parse(JSON.stringify(Memory.state));
// monsters
for (const idx in saveData.monsters) {
saveData.monsters[idx] = saveMonster(saveData.monsters[idx], Memory.state.monsters[idx]);
}
// player - monsters
for (const idx in saveData.player.monsters) {
saveData.player.monsters[idx] = saveMonster(saveData.player.monsters[idx], Memory.state.player.monsters[idx]);
}
saveData.player.activeMonsterIdx = Memory.state.player.monsters.indexOf(Memory.state.player.activeMonster);
// opponent - monsters
for (const idx in saveData.opponent.monsters) {
saveData.opponent.monsters[idx] = saveMonster(saveData.opponent.monsters[idx], Memory.state.opponent.monsters[idx]);
}
saveData.opponent.activeMonsterIdx = Memory.state.opponent.monsters.indexOf(Memory.state.opponent.activeMonster);
// hash
return btoa(JSON.stringify(saveData));
},
/**
* @param {string} saveData
*/
async load (saveData) {
/**
* @param {Monster} monsterData
*/
const loadMonster = async (monsterData) => {
const monster = await fetchMonster(monsterData.slug);
monster.level = monsterData.level;
monster.hp = monsterData.hp;
monster.exp = monsterData.exp;
monster.tasteWarm = monsterData.tasteWarm;
monster.tasteCold = monsterData.tasteCold;
monster.gender = monsterData.gender;
monster.heldItem = await loadItem(monsterData.heldItem);
monster.statusEffect = await loadStatusEffect(monsterData.statusEffect);
monster.statModifiers = monsterData.statModifiers;
monster.experienceModifier = monsterData.experienceModifier;
monster.moneyModifier = monsterData.moneyModifier;
monster.activeTechniques = await Promise.all(monsterData.activeTechniques.map(async (technique) => {
return loadTechnique(technique);
}));
return monster;
};
/**
* @param {InventoryItem} inventoryItemData
*/
const loadInventoryItem = async (inventoryItemData) => {
const inventoryItem = new InventoryItem(await fetchItem(inventoryItemData.item.slug));
inventoryItem.quantity = inventoryItemData.quantity;
return inventoryItem;
};
/**
* @param {Item} itemData
*/
const loadItem = async (itemData) => {
if (!itemData) {
return null;
}
const item = await fetchItem(itemData.slug);
return item;
};
/**
* @param {StatusEffect} statusEffectData
*/
const loadStatusEffect = async (statusEffectData) => {
if (!statusEffectData) {
return null;
}
const statusEffect = await fetchStatusEffect(statusEffectData.slug);
statusEffect.turnsLeft = statusEffectData.turnsLeft;
return statusEffect;
};
/**
* @param {Technique} techniqueData
*/
const loadTechnique = async (techniqueData) => {
const technique = await fetchTechnique(techniqueData.slug);
technique.turnLastUse = techniqueData.turnLastUse;
return technique;
};
/**
* @type {State}
*/
const loadedState = JSON.parse(atob(saveData));
Memory.state.language = loadedState.language;
await fetchTranslation(Memory.state.language);
Memory.state.turn = loadedState.turn;
Memory.state.money = loadedState.money;
Memory.state.monsters = await Promise.all(loadedState.monsters.map(async (monsterData) => await loadMonster(monsterData)));
Memory.state.player.monsters = await Promise.all(loadedState.player.monsters.map(async (monsterData) => await loadMonster(monsterData)));
Memory.state.player.inventory = await Promise.all(loadedState.player.inventory.map(async (itemData) => await loadInventoryItem(itemData)));
Memory.state.player.activeMonster = Memory.state.player.monsters[loadedState.player.activeMonsterIdx];
Memory.state.opponent.monsters = await Promise.all(loadedState.opponent.monsters.map(async (monsterData) => await loadMonster(monsterData)));
Memory.state.opponent.inventory = await Promise.all(loadedState.opponent.inventory.map(async (itemData) => await loadInventoryItem(itemData)));
Memory.state.opponent.activeMonster = Memory.state.opponent.monsters[loadedState.opponent.activeMonsterIdx];
Memory.state.activeTechnique = await loadTechnique(loadedState.activeTechnique);
UI.drawOpponentMonster();
UI.drawActiveMonster();
UI.drawActiveTechniques();
},
};
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