52 lines
1.7 KiB
TypeScript
52 lines
1.7 KiB
TypeScript
import type { Inventory, LogDrop, TreeState, Vec2 } from './types';
|
|
import type { UpgradeId } from './upgrades';
|
|
|
|
const STORAGE_KEY = 'forest-save-v1';
|
|
|
|
export interface SaveData {
|
|
version: 1;
|
|
inventory: Inventory;
|
|
upgradeLevels: Record<UpgradeId, number>;
|
|
/** World state (character/trees/logs) is optional so older saves without it still load fine —
|
|
* progress is restored either way, just with a freshly spawned world. */
|
|
character?: Vec2;
|
|
trees?: TreeState[];
|
|
logDrops?: LogDrop[];
|
|
}
|
|
|
|
function isValidSave(value: unknown): value is SaveData {
|
|
if (!value || typeof value !== 'object')
|
|
return false;
|
|
const data = value as Partial<SaveData>;
|
|
return (
|
|
data.version === 1
|
|
&& typeof data.inventory === 'object' && data.inventory !== null
|
|
&& typeof data.inventory.logs === 'number'
|
|
&& typeof data.inventory.coins === 'number'
|
|
&& typeof data.upgradeLevels === 'object' && data.upgradeLevels !== null
|
|
);
|
|
}
|
|
|
|
/** Reads the saved game from localStorage, or null if there's none / it's corrupted. */
|
|
export function loadSave(): SaveData | null {
|
|
try {
|
|
const raw = localStorage.getItem(STORAGE_KEY);
|
|
if (!raw)
|
|
return null;
|
|
const parsed: unknown = JSON.parse(raw);
|
|
return isValidSave(parsed) ? parsed : null;
|
|
} catch {
|
|
// localStorage unavailable (private mode, disabled) or corrupted JSON — treat as no save.
|
|
return null;
|
|
}
|
|
}
|
|
|
|
/** Writes the save to localStorage. Best-effort: silently no-ops if storage is unavailable/full. */
|
|
export function writeSave(data: SaveData): void {
|
|
try {
|
|
localStorage.setItem(STORAGE_KEY, JSON.stringify(data));
|
|
} catch {
|
|
// Ignore — e.g. private browsing mode or quota exceeded.
|
|
}
|
|
}
|