Refactor: reorganize scripts with domain-driven design structure

Move all C# scripts from flat structure to organized folders:
- Core/ for game logic (Game, GameState, GameSettings)
- UI/Menus/ and UI/Dialogs/ for user interface
- Systems/ for reusable systems (Save, Localization)
- Data/ for data models and configuration
- Added framework for future: Gameplay/, Story/, Modding/

Update all .tscn scene files to reference new script paths.
Fix timing issue in AdvancedSaveDialog focus handling.
This commit is contained in:
Björn Blomberg
2025-10-17 14:50:40 +02:00
parent 74062a37d6
commit ed4ce28921
41 changed files with 173 additions and 8 deletions

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// Placeholder för event system
// Detta kommer att innehålla en global event bus för löst kopplad kommunikation mellan system
namespace TheGame.Systems.Events
{
// TODO: Implementera EventBus/MessageBus system
// TODO: Implementera EventData base class
// TODO: Implementera event subscription system
}

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using Godot;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.Json;
namespace TheGame
{
public class LocalizationManager
{
private static LocalizationManager _instance;
private Dictionary<string, string> _currentTranslations;
private Dictionary<string, string> _fallbackTranslations;
private string _currentLanguage = "eng";
private readonly string _languagesPath;
public static LocalizationManager Instance
{
get
{
if (_instance == null)
{
_instance = new LocalizationManager();
}
return _instance;
}
}
private LocalizationManager()
{
// För development: använd fil-systemet
// För export: använd Godot's resource system
_languagesPath = "res://resources/languages";
// Skapa engelska som fallback om den inte finns
CreateDefaultEnglishFile();
// Ladda engelska som fallback
_fallbackTranslations = LoadLanguageFile("eng");
// Ladda nuvarande språk
_currentTranslations = _fallbackTranslations;
}
private void CreateDefaultEnglishFile()
{
// Kontrollera om engelsk fil finns i resources
if (!Godot.FileAccess.FileExists("res://resources/languages/eng.json"))
{
var defaultTranslations = new Dictionary<string, string>
{
// Main Menu
{"main_menu_title", "THE GAME"},
{"main_menu_start", "Start Game"},
{"main_menu_load", "Load Game"},
{"main_menu_settings", "Settings"},
{"main_menu_exit", "Exit"},
// Pause Menu
{"pause_menu_title", "PAUSED"},
{"pause_menu_resume", "Resume"},
{"pause_menu_save", "Save Game"},
{"pause_menu_settings", "Settings"},
{"pause_menu_main_menu", "Exit to Main Menu"},
{"pause_menu_desktop", "Exit to Desktop"},
// Load Game Menu
{"load_game_title", "LOAD GAME"},
{"load_game_back", "Back to Main Menu"},
{"load_game_no_saves", "No saved games found"},
{"load_game_playtime", "Playtime"},
{"load_game_saved", "Saved"},
// Save Dialog
{"save_dialog_title", "Save Game"},
{"save_dialog_enter_name", "Enter save name:"},
{"save_dialog_placeholder", "My Save Game"},
// Settings Menu
{"settings_title", "SETTINGS"},
{"settings_general", "General"},
{"settings_video", "Video"},
{"settings_audio", "Audio"},
{"settings_apply", "Apply"},
{"settings_cancel", "Cancel"},
{"settings_back", "Back"},
// General Settings
{"settings_language", "Language"},
// Video Settings
{"settings_fullscreen", "Fullscreen"},
// Audio Settings
{"settings_master_volume", "Master Volume"},
{"settings_background_volume", "Background Volume"},
{"settings_effects_volume", "Effects Volume"},
{"settings_radio_volume", "Radio Volume"},
// Game
{"game_content", "GAME CONTENT HERE\\nPress ESC or click pause button to pause"},
// Common
{"ok", "OK"},
{"cancel", "Cancel"},
{"yes", "Yes"},
{"no", "No"}
};
try
{
string jsonString = JsonSerializer.Serialize(defaultTranslations, new JsonSerializerOptions
{
WriteIndented = true
});
// Försök spara endast i development mode
if (OS.IsDebugBuild())
{
var file = Godot.FileAccess.Open("res://resources/languages/eng.json", Godot.FileAccess.ModeFlags.Write);
if (file != null)
{
file.StoreString(jsonString);
file.Close();
GD.Print("Created default English language file in resources");
}
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to create English language file: {ex.Message}");
}
}
}
public List<string> GetAvailableLanguages()
{
var languages = new List<string>();
try
{
// Använd DirAccess för att läsa från resources
var dir = DirAccess.Open("res://resources/languages");
if (dir != null)
{
dir.ListDirBegin();
string fileName = dir.GetNext();
while (fileName != "")
{
if (!dir.CurrentIsDir() && fileName.EndsWith(".json"))
{
string languageCode = fileName.GetBaseName();
languages.Add(languageCode);
}
fileName = dir.GetNext();
}
dir.ListDirEnd();
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to get available languages: {ex.Message}");
}
// Se till att engelska alltid finns
if (!languages.Contains("eng"))
{
languages.Add("eng");
}
GD.Print($"Available languages: {string.Join(", ", languages)}");
return languages;
}
private Dictionary<string, string> LoadLanguageFile(string languageCode)
{
var translations = new Dictionary<string, string>();
string filePath = $"res://resources/languages/{languageCode}.json";
try
{
if (Godot.FileAccess.FileExists(filePath))
{
var file = Godot.FileAccess.Open(filePath, Godot.FileAccess.ModeFlags.Read);
if (file != null)
{
string jsonString = file.GetAsText();
file.Close();
var loadedTranslations = JsonSerializer.Deserialize<Dictionary<string, string>>(jsonString);
if (loadedTranslations != null)
{
translations = loadedTranslations;
GD.Print($"Loaded {translations.Count} translations for language: {languageCode}");
}
}
}
else
{
GD.Print($"Language file not found: {filePath}");
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to load language file {filePath}: {ex.Message}");
}
return translations;
}
public void SetLanguage(string languageCode)
{
if (_currentLanguage == languageCode)
return;
_currentLanguage = languageCode;
_currentTranslations = LoadLanguageFile(languageCode);
GD.Print($"Language changed to: {languageCode}");
// Skicka signal för att uppdatera alla UI-element
GetTree().CallGroup("localized_ui", "UpdateLocalization");
}
public string GetText(string key)
{
// Försök hämta från nuvarande språk
if (_currentTranslations != null && _currentTranslations.ContainsKey(key))
{
return _currentTranslations[key];
}
// Fallback till engelska
if (_fallbackTranslations != null && _fallbackTranslations.ContainsKey(key))
{
return _fallbackTranslations[key];
}
// Om inte ens engelska finns, returnera nyckeln
GD.PrintErr($"Missing translation for key: {key}");
return key;
}
public string GetCurrentLanguage()
{
return _currentLanguage;
}
private SceneTree GetTree()
{
return Engine.GetMainLoop() as SceneTree;
}
}
}

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using System;
namespace TheGame
{
public class SaveInstance
{
public string InstanceId { get; set; }
public float GameTime { get; set; }
public DateTime SaveDate { get; set; }
public string DisplayName { get; set; }
public bool IsAutoSave { get; set; } = false;
public SaveInstance()
{
InstanceId = Guid.NewGuid().ToString("N")[..8]; // 8-tecken ID
SaveDate = DateTime.Now;
DisplayName = $"Save {SaveDate:HH:mm:ss}";
}
public SaveInstance(float gameTime, string displayName = "", bool isAutoSave = false)
{
InstanceId = Guid.NewGuid().ToString("N")[..8];
GameTime = gameTime;
SaveDate = DateTime.Now;
IsAutoSave = isAutoSave;
if (string.IsNullOrEmpty(displayName))
{
if (isAutoSave)
{
DisplayName = $"Auto-save {SaveDate:HH:mm:ss}";
}
else
{
DisplayName = $"Save {SaveDate:HH:mm:ss}";
}
}
else
{
DisplayName = displayName;
}
}
public string GetFormattedGameTime()
{
int hours = (int)(GameTime / 3600);
int minutes = (int)((GameTime % 3600) / 60);
int seconds = (int)(GameTime % 60);
return $"{hours:D2}:{minutes:D2}:{seconds:D2}";
}
public override string ToString()
{
return $"{DisplayName} - {GetFormattedGameTime()} ({SaveDate:yyyy-MM-dd HH:mm:ss})";
}
}
}

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using Godot;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.Json;
namespace TheGame
{
public class SaveData
{
public GameSeed GameSeed { get; set; }
public List<SaveInstance> Instances { get; set; } = new List<SaveInstance>();
// Backward compatibility
public float GameTime { get; set; }
public DateTime SaveDate { get; set; }
public string SaveName { get; set; }
public string DisplayName { get; set; } = "";
public SaveData()
{
GameSeed = new GameSeed();
}
public SaveData(GameSeed gameSeed)
{
GameSeed = gameSeed;
}
public SaveInstance GetLatestInstance()
{
if (Instances.Count == 0) return null;
return Instances.OrderByDescending(i => i.SaveDate).First();
}
public SaveInstance GetInstanceWithHighestGameTime()
{
if (Instances.Count == 0) return null;
return Instances.OrderByDescending(i => i.GameTime).First();
}
}
public class SaveManager
{
private readonly string _saveDirectory;
public SaveManager()
{
// Använd user data directory istället för executable directory
string userDataDir = OS.GetUserDataDir();
_saveDirectory = Path.Combine(userDataDir, "saves");
// Skapa saves mapp om den inte finns
if (!Directory.Exists(_saveDirectory))
{
Directory.CreateDirectory(_saveDirectory);
GD.Print($"Created saves directory: {_saveDirectory}");
}
else
{
GD.Print($"Using saves directory: {_saveDirectory}");
}
}
public bool SaveGame(float gameTime, string displayName = "", GameSeed gameSeed = null, bool overwriteLatest = true)
{
try
{
// Om ingen seed angiven, använd nuvarande eller skapa ny
if (gameSeed == null)
{
gameSeed = GameState.CurrentGameSeed ?? new GameSeed();
GameState.CurrentGameSeed = gameSeed;
}
// Sök efter befintlig SaveData för denna seed
var existingSaveData = FindSaveDataBySeed(gameSeed);
if (existingSaveData == null)
{
// Skapa ny SaveData för denna seed
existingSaveData = new SaveData(gameSeed);
}
// Skapa ny instans
var newInstance = new SaveInstance(gameTime, displayName);
if (overwriteLatest && existingSaveData.Instances.Count > 0)
{
// Skriv över den senaste instansen
var latestInstance = existingSaveData.GetLatestInstance();
existingSaveData.Instances.Remove(latestInstance);
}
existingSaveData.Instances.Add(newInstance);
// Spara till fil
bool saveSuccess = SaveSeedToFile(existingSaveData);
if (saveSuccess)
{
GD.Print($"Game saved - Seed: {gameSeed.SeedValue}, Instance: {newInstance.DisplayName}");
return true;
}
else
{
GD.PrintErr($"Failed to save game - Seed: {gameSeed.SeedValue}");
return false;
}
}
catch (Exception ex)
{
GD.PrintErr($"Error saving game: {ex.Message}");
return false;
}
}
public SaveData FindSaveDataBySeed(GameSeed gameSeed)
{
string fileName = $"seed_{gameSeed.SeedValue}.json";
string filePath = Path.Combine(_saveDirectory, fileName);
if (File.Exists(filePath))
{
try
{
string jsonString = File.ReadAllText(filePath);
var saveData = JsonSerializer.Deserialize<SaveData>(jsonString);
return saveData;
}
catch (Exception ex)
{
GD.PrintErr($"Failed to load seed file {filePath}: {ex.Message}");
}
}
return null;
}
private bool SaveSeedToFile(SaveData saveData)
{
string fileName = $"seed_{saveData.GameSeed.SeedValue}.json";
string filePath = Path.Combine(_saveDirectory, fileName);
try
{
string jsonString = JsonSerializer.Serialize(saveData, new JsonSerializerOptions
{
WriteIndented = true
});
File.WriteAllText(filePath, jsonString);
GD.Print($"Seed saved to: {filePath}");
return true;
}
catch (Exception ex)
{
GD.PrintErr($"Failed to save seed file: {ex.Message}");
return false;
}
}
public List<SaveData> GetSavedGames()
{
var savedGames = new List<SaveData>();
GD.Print($"Looking for saves in: {_saveDirectory}");
if (!Directory.Exists(_saveDirectory))
{
GD.Print("Save directory does not exist");
return savedGames;
}
try
{
// Ladda både nya seed-filer och gamla format för backward compatibility
var allFiles = Directory.GetFiles(_saveDirectory, "*.json");
GD.Print($"Found {allFiles.Length} save files");
foreach (string filePath in allFiles)
{
GD.Print($"Processing save file: {filePath}");
try
{
string jsonString = File.ReadAllText(filePath);
if (Path.GetFileName(filePath).StartsWith("seed_"))
{
// Ny seed-baserad fil
var saveData = JsonSerializer.Deserialize<SaveData>(jsonString);
if (saveData != null && saveData.Instances.Count > 0)
{
savedGames.Add(saveData);
GD.Print($"Successfully loaded seed: {saveData.GameSeed.SeedValue} with {saveData.Instances.Count} instances");
}
}
else
{
// Gammal fil - konvertera till nytt format
var oldSaveData = JsonSerializer.Deserialize<Dictionary<string, object>>(jsonString);
if (oldSaveData != null)
{
var convertedSave = ConvertOldSaveFormat(oldSaveData);
if (convertedSave != null)
{
savedGames.Add(convertedSave);
GD.Print($"Converted old save format");
}
}
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to load save file {filePath}: {ex.Message}");
}
}
// Sortera efter senaste aktivitet
savedGames = savedGames.OrderByDescending(s => s.GetLatestInstance()?.SaveDate ?? DateTime.MinValue).ToList();
GD.Print($"Total loaded saves: {savedGames.Count}");
}
catch (Exception ex)
{
GD.PrintErr($"Failed to read saves directory: {ex.Message}");
}
return savedGames;
}
private SaveData ConvertOldSaveFormat(Dictionary<string, object> oldData)
{
try
{
// Extrahera värden från gammal format
var gameTime = Convert.ToSingle(oldData.GetValueOrDefault("GameTime", 0f));
var saveDateStr = oldData.GetValueOrDefault("SaveDate", "")?.ToString();
var displayName = oldData.GetValueOrDefault("DisplayName", "")?.ToString();
if (DateTime.TryParse(saveDateStr, out DateTime saveDate))
{
var gameSeed = new GameSeed($"OLD_{DateTime.Now.Ticks % 100000000:X}", "Converted Save");
var saveData = new SaveData(gameSeed);
var instance = new SaveInstance(gameTime, displayName ?? "Converted Save");
instance.SaveDate = saveDate;
saveData.Instances.Add(instance);
return saveData;
}
}
catch (Exception ex)
{
GD.PrintErr($"Failed to convert old save format: {ex.Message}");
}
return null;
}
public bool LoadGame(SaveData saveData, SaveInstance instance = null)
{
try
{
// Om ingen specifik instans angiven, ta den med högst speltid
if (instance == null)
{
instance = saveData.GetInstanceWithHighestGameTime();
}
if (instance == null)
{
GD.PrintErr("No valid instance found to load");
return false;
}
GameState.LoadedGameTime = instance.GameTime;
GameState.CurrentGameSeed = saveData.GameSeed;
GameState.LoadedInstance = instance;
GD.Print($"Loaded game - Seed: {saveData.GameSeed.SeedValue}, Instance: {instance.DisplayName}, Time: {instance.GetFormattedGameTime()}");
return true;
}
catch (Exception ex)
{
GD.PrintErr($"Failed to load game: {ex.Message}");
return false;
}
}
}
}

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