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gamedev-the-steward/simulation/state/SimulationStateRecord.gd
T

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GDScript

class_name SimulationStateRecord
extends RefCounted
const SCHEMA_NAME := "the_steward.simulation"
const SCHEMA_VERSION := 1
var simulation: Dictionary
var village: VillageStateRecord
var npcs: Array[NPCStateRecord] = []
var resources: Array[ResourceStateRecord] = []
func to_dictionary() -> Dictionary:
var npc_data: Array[Dictionary] = []
for npc_record in npcs:
npc_data.append(npc_record.to_dictionary())
var resource_data: Array[Dictionary] = []
for resource_record in resources:
resource_data.append(resource_record.to_dictionary())
return {
"schema": SCHEMA_NAME,
"schema_version": SCHEMA_VERSION,
"simulation": simulation.duplicate(true),
"village": village.to_dictionary(),
"npcs": npc_data,
"resources": resource_data
}
func to_json() -> String:
return JSON.stringify(to_dictionary())
static func from_json(json_text: String) -> SimulationStateRecord:
var parsed = JSON.parse_string(json_text)
if not parsed is Dictionary:
return null
return from_dictionary(parsed)
static func from_dictionary(record_data: Dictionary) -> SimulationStateRecord:
if record_data.get("schema", "") != SCHEMA_NAME:
return null
if int(record_data.get("schema_version", -1)) != SCHEMA_VERSION:
return null
if not record_data.has_all([
"simulation", "village", "npcs", "resources"
]):
return null
var simulation_data = record_data["simulation"]
if not simulation_data is Dictionary:
return null
if not simulation_data.has_all([
"seed", "tick_interval", "tick_count", "clock_accumulator",
"clock_elapsed_ticks", "wander_random_streams"
]):
return null
var wander_streams = simulation_data["wander_random_streams"]
if not wander_streams is Array:
return null
for stream_data in wander_streams:
if not stream_data is Dictionary:
return null
if not stream_data.has_all(["npc_id", "seed", "state"]):
return null
var village_data = record_data["village"]
if not village_data is Dictionary:
return null
var village_record := VillageStateRecord.from_dictionary(village_data)
if village_record == null:
return null
var npc_data = record_data["npcs"]
var resource_data = record_data["resources"]
if not npc_data is Array or not resource_data is Array:
return null
var record := SimulationStateRecord.new()
record.simulation = simulation_data.duplicate(true)
record.village = village_record
var npc_ids := {}
for item in npc_data:
if not item is Dictionary:
return null
var npc_record := NPCStateRecord.from_dictionary(item)
if npc_record == null:
return null
var npc_id := int(npc_record.data["id"])
if npc_ids.has(npc_id):
return null
npc_ids[npc_id] = true
record.npcs.append(npc_record)
var resource_ids := {}
for item in resource_data:
if not item is Dictionary:
return null
var resource_record := ResourceStateRecord.from_dictionary(item)
if resource_record == null:
return null
var resource_id := String(resource_record.data["node_id"])
if resource_ids.has(resource_id):
return null
resource_ids[resource_id] = true
record.resources.append(resource_record)
return record