public static void SaveModProgress()
        {
            XmlSerializer xmlSerializer = new XmlSerializer(typeof(ModSaveData));
            ModSaveData   saveData      = new ModSaveData()
            {
                ModEventsSeenAllTime = ModEventsSeenAllTime, ModEndingsSeenAllTime = ModEndingsSeenAllTime, ModEndingsSeenCount = ModEndingsSeenCount, ModEventChoicesSeenAllTime = ModEventChoicesSeenAllTime, ModsLoadedBefore = ModsLoadedBefore
            };
            string xml = String.Empty;

            using (StringWriter strWriter = new StringWriter())
            {
                var settings = new XmlWriterSettings();
                settings.Encoding = Encoding.ASCII;
                settings.Indent   = true;
                using (XmlWriter xmlWriter = XmlWriter.Create(ModConstants.MOD_PROGRESS_PATH, settings))
                {
                    xmlSerializer.Serialize(xmlWriter, saveData);
                }
            }
            CryptoManager.EncryptXML(ModConstants.MOD_PROGRESS_PATH);
        }
Beispiel #2
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        public new void AfterInitialize()
        {
            // Vanilla / new saves don't have the LevelSets list.
            if (LevelSets == null)
            {
                LevelSets = new List <LevelSetStats>();
            }

            if (LevelSetRecycleBin == null)
            {
                LevelSetRecycleBin = new List <LevelSetStats>();
            }

            if (LevelSets.Count <= 1 && LevelSetRecycleBin.Count == 0 && !HasModdedSaveData)
            {
                // the save file doesn't have any mod save data (just created, overwritten by vanilla, or Everest just updated).
                // we want to carry mod save data that was backed up in the mod save file, if any.
                ModSaveData modSaveData = UserIO.Load <ModSaveData>(GetFilename(FileSlot) + "-modsavedata");
                if (modSaveData != null)
                {
                    modSaveData.CopyToCelesteSaveData(this);
                    Logger.Log(LogLevel.Warn, "SaveData", $"{LevelSets.Count} level set(s) were restored from mod backup for save slot {FileSlot}");
                }
            }

            HasModdedSaveData = true;

            if (Areas_Unsafe == null)
            {
                Areas_Unsafe = new List <AreaStats>();
            }

            // Add missing LevelSetStats.
            foreach (AreaData area in AreaData.Areas)
            {
                string set = area.GetLevelSet();
                if (!LevelSets.Exists(other => other.Name == set))
                {
                    LevelSetStats recycleBinLevelSet = LevelSetRecycleBin.FirstOrDefault(other => other.Name == set);
                    if (recycleBinLevelSet != null)
                    {
                        // the level set is actually in the recycle bin - restore it.
                        LevelSets.Add(recycleBinLevelSet);
                        LevelSetRecycleBin.Remove(recycleBinLevelSet);
                    }
                    else
                    {
                        // create a new LevelSetStats entry.
                        LevelSets.Add(new LevelSetStats {
                            Name          = set,
                            UnlockedAreas = set == "Celeste" ? UnlockedAreas_Unsafe : 0
                        });
                    }
                }
            }

            // Fill each LevelSetStats with its areas.
            for (int lsi = 0; lsi < LevelSets.Count; lsi++)
            {
                LevelSetStats set = LevelSets[lsi];
                set.SaveData = this;
                List <AreaStats> areas = set.Areas;
                if (set.Name == "Celeste")
                {
                    areas = Areas_Unsafe;
                }

                int offset = set.AreaOffset;
                if (offset == -1)
                {
                    // LevelSet gone - let's move it to the recycle bin.
                    LevelSetStats levelSetAlreadyInRecycleBin = LevelSetRecycleBin.FirstOrDefault(other => other.Name == set.Name);
                    if (levelSetAlreadyInRecycleBin != null)
                    {
                        // a level set with the same name already exists in the recycle bin - replace it.
                        LevelSetRecycleBin.Remove(levelSetAlreadyInRecycleBin);
                    }
                    LevelSetRecycleBin.Add(set);

                    // now, remove it to prevent any unwanted access.
                    LevelSets.RemoveAt(lsi);
                    lsi--;
                    continue;
                }

                // Refresh all stat IDs based on their SIDs, sort, fill and remove leftovers.
                // Temporarily use ID_Unsafe; later ID_Safe to ID_Unsafe to resync the SIDs.
                // This keeps the stats bound to their SIDs, not their indices, while removing non-existent areas.
                int countRoots = AreaData.Areas.Count(other => other.GetLevelSet() == set.Name && string.IsNullOrEmpty(other?.GetMeta()?.Parent));
                int countAll   = AreaData.Areas.Count(other => other.GetLevelSet() == set.Name);

                // Fix IDs
                for (int i = 0; i < areas.Count; i++)
                {
                    AreaData area = AreaDataExt.Get(areas[i]);
                    if (!string.IsNullOrEmpty(area?.GetMeta()?.Parent))
                    {
                        area = null;
                    }
                    ((patch_AreaStats)areas[i]).ID_Unsafe = area?.ID ?? int.MaxValue;
                }

                // Sort
                areas.Sort((a, b) => ((patch_AreaStats)a).ID_Unsafe - ((patch_AreaStats)b).ID_Unsafe);

                // Remove leftovers
                while (areas.Count > 0 && ((patch_AreaStats)areas[areas.Count - 1]).ID_Unsafe == int.MaxValue)
                {
                    areas.RemoveAt(areas.Count - 1);
                }

                // Fill gaps
                for (int i = 0; i < countRoots; i++)
                {
                    if (i >= areas.Count || ((patch_AreaStats)areas[i]).ID_Unsafe != offset + i)
                    {
                        areas.Insert(i, new AreaStats(offset + i));
                    }
                }

                // Duplicate parent stat refs into their respective children slots.
                for (int i = countRoots; i < countAll; i++)
                {
                    if (i >= areas.Count)
                    {
                        areas.Insert(i, areas[AreaDataExt.Get(AreaData.Get(offset + i).GetMeta().Parent).ID - offset]);
                    }
                }

                // Resync SIDs
                for (int i = 0; i < areas.Count; i++)
                {
                    ((patch_AreaStats)areas[i]).ID_Safe = ((patch_AreaStats)areas[i]).ID_Unsafe;
                }

                int lastCompleted = -1;
                for (int i = 0; i < countRoots; i++)
                {
                    if (areas[i].Modes[0].Completed)
                    {
                        lastCompleted = i;
                    }
                }

                if (set.Name == "Celeste")
                {
                    if (UnlockedAreas_Unsafe < lastCompleted + 1 && set.MaxArea >= lastCompleted + 1)
                    {
                        UnlockedAreas_Unsafe = lastCompleted + 1;
                    }
                    if (DebugMode)
                    {
                        UnlockedAreas_Unsafe = set.MaxArea;
                    }
                }
                else
                {
                    if (set.UnlockedAreas < lastCompleted + 1 && set.MaxArea >= lastCompleted + 1)
                    {
                        set.UnlockedAreas = lastCompleted + 1;
                    }
                    if (DebugMode)
                    {
                        set.UnlockedAreas = set.MaxArea;
                    }
                }

                foreach (AreaStats area in areas)
                {
                    area.CleanCheckpoints();
                }
            }

            // Assign SaveData for the level sets in the recycle bin to prevent crashes.
            foreach (LevelSetStats set in LevelSetRecycleBin)
            {
                set.SaveData = this;
            }

            // Order the levelsets to appear just as their areas appear in AreaData.Areas
            LevelSets.Sort((set1, set2) => set1.AreaOffset.CompareTo(set2.AreaOffset));

            // If there is no mod progress, carry over any progress from vanilla saves.
            if (LastArea_Safe.ID == 0)
            {
                LastArea_Safe = LastArea_Unsafe;
            }
            if (CurrentSession_Safe == null)
            {
                CurrentSession_Safe = CurrentSession_Unsafe;
            }

            // Trick unmodded instances of Celeste to thinking that we last selected prologue / played no level.
            LastArea_Unsafe       = AreaKey.Default;
            CurrentSession_Unsafe = null;

            // Fix areas with missing SID (f.e. deleted or renamed maps).
            if (AreaData.Get(LastArea) == null)
            {
                LastArea = AreaKey.Default;
            }

            // Fix out of bounds areas.
            if (LastArea.ID < 0 || LastArea.ID >= AreaData.Areas.Count)
            {
                LastArea = AreaKey.Default;
            }

            if (string.IsNullOrEmpty(TheoSisterName))
            {
                TheoSisterName = Dialog.Clean("THEO_SISTER_NAME", null);
                if (Name.IndexOf(TheoSisterName, StringComparison.InvariantCultureIgnoreCase) >= 0)
                {
                    TheoSisterName = Dialog.Clean("THEO_SISTER_ALT_NAME", null);
                }
            }

            AssistModeChecks();

            if (Version != null)
            {
                Version v = new Version(Version);

                if (v < new Version(1, 2, 1, 1))
                {
                    for (int id = 0; id < Areas_Unsafe.Count; id++)
                    {
                        AreaStats area = Areas_Unsafe[id];
                        if (area == null)
                        {
                            continue;
                        }
                        for (int modei = 0; modei < area.Modes.Length; modei++)
                        {
                            AreaModeStats mode = area.Modes[modei];
                            if (mode == null)
                            {
                                continue;
                            }
                            if (mode.BestTime > 0L)
                            {
                                mode.SingleRunCompleted = true;
                            }
                            mode.BestTime          = 0L;
                            mode.BestFullClearTime = 0L;
                        }
                    }
                }
            }
        }
Beispiel #3
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 public virtual void AfterGameSaved(ModSaveData data) { }
Beispiel #4
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 public virtual void PreGameSaved(ModSaveData data) { }
Beispiel #5
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 public virtual void PostWorldCreation(ModSaveData data, Game.Map map, Game.CreateWorldOptions options) { }