Fix NaN detection
Also removes the proxy around player and cleaned up types
This commit is contained in:
parent
8c8f7f7904
commit
f5a25b2c2d
9 changed files with 130 additions and 158 deletions
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@ -14,9 +14,12 @@
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</div>
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<br />
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<div>
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<a :href="discordLink" class="nan-modal-discord-link">
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<a
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:href="discordLink || 'https://discord.gg/WzejVAx'"
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class="nan-modal-discord-link"
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>
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<span class="material-icons nan-modal-discord">discord</span>
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{{ discordName }}
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{{ discordName || "The Paper Pilot Community" }}
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</a>
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</div>
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<br />
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@ -50,49 +53,51 @@ import state from "game/state";
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import type { DecimalSource } from "util/bignum";
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import Decimal, { format } from "util/bignum";
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import type { ComponentPublicInstance } from "vue";
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import { computed, ref, toRef } from "vue";
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import { computed, ref, toRef, watch } from "vue";
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import Toggle from "./fields/Toggle.vue";
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import SavesManager from "./SavesManager.vue";
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const { discordName, discordLink } = projInfo;
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const autosave = toRef(player, "autosave");
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const autosave = ref(true);
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const isPaused = ref(true);
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const hasNaN = toRef(state, "hasNaN");
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const savesManager = ref<ComponentPublicInstance<typeof SavesManager> | null>(null);
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const path = computed(() => state.NaNPath?.join("."));
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const property = computed(() => state.NaNPath?.slice(-1)[0]);
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const previous = computed<DecimalSource | null>(() => {
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if (state.NaNReceiver && property.value != null) {
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return state.NaNReceiver[property.value] as DecimalSource;
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}
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return null;
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});
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const isPaused = computed({
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get() {
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return player.devSpeed === 0;
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},
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set(value: boolean) {
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player.devSpeed = value ? null : 0;
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watch(hasNaN, hasNaN => {
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if (hasNaN) {
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autosave.value = player.autosave;
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isPaused.value = player.devSpeed === 0;
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} else {
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player.autosave = autosave.value;
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player.devSpeed = isPaused.value ? 0 : null;
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}
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});
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const path = computed(() => state.NaNPath?.join("."));
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const previous = computed<DecimalSource | null>(() => {
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if (state.NaNPersistent != null) {
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return state.NaNPersistent.value;
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}
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return null;
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});
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function setZero() {
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if (state.NaNReceiver && property.value != null) {
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state.NaNReceiver[property.value] = new Decimal(0);
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if (state.NaNPersistent != null) {
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state.NaNPersistent.value = new Decimal(0);
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state.hasNaN = false;
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}
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}
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function setOne() {
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if (state.NaNReceiver && property.value != null) {
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state.NaNReceiver[property.value] = new Decimal(1);
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if (state.NaNPersistent) {
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state.NaNPersistent.value = new Decimal(1);
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state.hasNaN = false;
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}
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}
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function ignore() {
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if (state.NaNReceiver && property.value != null) {
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state.NaNReceiver[property.value] = new Decimal(NaN);
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if (state.NaNPersistent) {
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state.NaNPersistent.value = new Decimal(NaN);
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state.hasNaN = false;
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}
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}
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@ -59,11 +59,10 @@
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<script setup lang="ts">
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import Modal from "components/Modal.vue";
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import projInfo from "data/projInfo.json";
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import type { PlayerData } from "game/player";
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import type { Player } from "game/player";
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import player, { stringifySave } from "game/player";
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import settings from "game/settings";
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import LZString from "lz-string";
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import { ProxyState } from "util/proxies";
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import { getUniqueID, loadSave, newSave, save } from "util/save";
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import type { ComponentPublicInstance } from "vue";
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import { computed, nextTick, ref, shallowReactive, watch } from "vue";
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@ -72,7 +71,7 @@ import Select from "./fields/Select.vue";
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import Text from "./fields/Text.vue";
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import Save from "./Save.vue";
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export type LoadablePlayerData = Omit<Partial<PlayerData>, "id"> & { id: string; error?: unknown };
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export type LoadablePlayerData = Omit<Partial<Player>, "id"> & { id: string; error?: unknown };
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const isOpen = ref(false);
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const modal = ref<ComponentPublicInstance<typeof Modal> | null>(null);
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@ -195,7 +194,7 @@ const saves = computed(() =>
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function exportSave(id: string) {
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let saveToExport;
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if (player.id === id) {
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saveToExport = stringifySave(player[ProxyState]);
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saveToExport = stringifySave(player);
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} else {
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saveToExport = JSON.stringify(saves.value[id]);
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}
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@ -228,7 +227,7 @@ function duplicateSave(id: string) {
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}
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const playerData = { ...saves.value[id], id: getUniqueID() };
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save(playerData as PlayerData);
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save(playerData as Player);
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settings.saves.push(playerData.id);
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}
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@ -272,7 +271,7 @@ function newFromPreset(preset: string) {
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}
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const playerData = JSON.parse(preset);
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playerData.id = getUniqueID();
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save(playerData as PlayerData);
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save(playerData as Player);
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settings.saves.push(playerData.id);
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@ -287,7 +286,7 @@ function editSave(id: string, newName: string) {
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player.name = newName;
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save();
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} else {
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save(currSave as PlayerData);
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save(currSave as Player);
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cachedSaves[id] = undefined;
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}
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}
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@ -6,7 +6,7 @@ import { branchedResetPropagation, createTree } from "features/trees/tree";
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import { globalBus } from "game/events";
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import type { BaseLayer, GenericLayer } from "game/layers";
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import { createLayer } from "game/layers";
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import type { PlayerData } from "game/player";
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import type { Player } from "game/player";
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import player from "game/player";
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import type { DecimalSource } from "util/bignum";
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import Decimal, { format, formatTime } from "util/bignum";
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@ -79,7 +79,7 @@ export const main = createLayer("main", function (this: BaseLayer) {
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*/
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export const getInitialLayers = (
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/* eslint-disable-next-line @typescript-eslint/no-unused-vars */
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player: Partial<PlayerData>
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player: Partial<Player>
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): Array<GenericLayer> => [main, prestige];
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/**
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@ -97,7 +97,7 @@ export const hasWon = computed(() => {
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/* eslint-disable @typescript-eslint/no-unused-vars */
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export function fixOldSave(
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oldVersion: string | undefined,
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player: Partial<PlayerData>
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player: Partial<Player>
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// eslint-disable-next-line @typescript-eslint/no-empty-function
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): void {}
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/* eslint-enable @typescript-eslint/no-unused-vars */
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@ -7,6 +7,8 @@ import Decimal from "util/bignum";
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import { ProxyState } from "util/proxies";
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import type { Ref, WritableComputedRef } from "vue";
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import { computed, isReactive, isRef, ref } from "vue";
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import player from "./player";
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import state from "./state";
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/**
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* A symbol used in {@link Persistent} objects.
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@ -56,6 +58,7 @@ export type State =
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* A {@link Ref} that has been augmented with properties to allow it to be saved and loaded within the player save data object.
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*/
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export type Persistent<T extends State = State> = Ref<T> & {
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value: T;
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/** A flag that this is a persistent property. Typically a circular reference. */
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[PersistentState]: Ref<T>;
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/** The value the ref should be set to in a fresh save, or when updating an old save to the current version. */
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@ -89,31 +92,65 @@ function getStackTrace() {
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);
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}
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function checkNaNAndWrite<T extends State>(persistent: Persistent<T>, value: T) {
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// Decimal is smart enough to return false on things that aren't supposed to be numbers
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if (Decimal.isNaN(value as DecimalSource)) {
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if (!state.hasNaN) {
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player.autosave = false;
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state.hasNaN = true;
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state.NaNPath = persistent[SaveDataPath];
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state.NaNPersistent = persistent as Persistent<DecimalSource>;
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}
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console.error(
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`Attempted to save NaN value to`,
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persistent[SaveDataPath]?.join("."),
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persistent
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);
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throw "Attempted to set NaN value. See above for details";
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}
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persistent[PersistentState].value = value;
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}
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/**
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* Create a persistent ref, which can be saved and loaded.
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* All (non-deleted) persistent refs must be included somewhere within the layer object returned by that layer's options func.
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* @param defaultValue The value the persistent ref should start at on fresh saves or when reset.
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*/
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export function persistent<T extends State>(defaultValue: T | Ref<T>): Persistent<T> {
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const persistent = (
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isRef(defaultValue) ? defaultValue : (ref<T>(defaultValue) as unknown)
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) as Persistent<T>;
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const persistentState: Ref<T> = isRef(defaultValue)
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? defaultValue
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: (ref<T>(defaultValue) as Ref<T>);
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persistent[PersistentState] = persistent;
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persistent[DefaultValue] = isRef(defaultValue) ? defaultValue.value : defaultValue;
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persistent[StackTrace] = getStackTrace();
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persistent[Deleted] = false;
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const nonPersistent: Partial<NonPersistent<T>> = computed({
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if (isRef(defaultValue)) {
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defaultValue = defaultValue.value;
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}
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const nonPersistent = computed({
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get() {
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return persistent.value;
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return persistentState.value;
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},
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set(value) {
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persistent.value = value;
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checkNaNAndWrite(persistent, value);
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}
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});
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nonPersistent[DefaultValue] = persistent[DefaultValue];
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persistent[NonPersistent] = nonPersistent as NonPersistent<T>;
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persistent[SaveDataPath] = undefined;
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}) as NonPersistent<T>;
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nonPersistent[DefaultValue] = defaultValue;
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// We're trying to mock a vue ref, which means the type expects a private [RefSymbol] property that we can't access, but the actual implementation of isRef just checks for `__v_isRef`
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const persistent = {
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get value() {
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return persistentState.value as T;
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},
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set value(value: T) {
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checkNaNAndWrite(persistent, value);
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},
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__v_isRef: true,
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[PersistentState]: persistentState,
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[DefaultValue]: defaultValue,
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[StackTrace]: getStackTrace(),
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[Deleted]: false,
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[NonPersistent]: nonPersistent,
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[SaveDataPath]: undefined
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} as unknown as Persistent<T>;
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if (addingLayers.length === 0) {
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console.warn(
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@ -125,7 +162,7 @@ export function persistent<T extends State>(defaultValue: T | Ref<T>): Persisten
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persistentRefs[addingLayers[addingLayers.length - 1]].add(persistent);
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}
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return persistent as Persistent<T>;
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return persistent;
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}
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/**
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@ -1,13 +1,8 @@
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import { isPlainObject } from "is-plain-object";
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import Decimal from "util/bignum";
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import type { ProxiedWithState } from "util/proxies";
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import { ProxyPath, ProxyState } from "util/proxies";
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import { reactive, unref } from "vue";
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import type { Ref } from "vue";
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import transientState from "./state";
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import { reactive, unref } from "vue";
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/** The player save data object. */
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export interface PlayerData {
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export interface Player {
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/** The ID of this save. */
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id: string;
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/** A multiplier for time passing. Set to 0 when the game is paused. */
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@ -36,9 +31,6 @@ export interface PlayerData {
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layers: Record<string, LayerData<unknown>>;
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}
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/** The proxied player that is used to track NaN values. */
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export type Player = ProxiedWithState<PlayerData>;
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/** A layer's save data. Automatically unwraps refs. */
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export type LayerData<T> = {
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[P in keyof T]?: T[P] extends (infer U)[]
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@ -52,7 +44,7 @@ export type LayerData<T> = {
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: T[P];
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};
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const state = reactive<PlayerData>({
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const player = reactive<Player>({
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id: "",
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devSpeed: null,
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name: "",
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@ -68,90 +60,16 @@ const state = reactive<PlayerData>({
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layers: {}
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});
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export default window.player = player;
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/** Convert a player save data object into a JSON string. Unwraps refs. */
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export function stringifySave(player: PlayerData): string {
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export function stringifySave(player: Player): string {
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return JSON.stringify(player, (key, value) => unref(value));
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}
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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const playerHandler: ProxyHandler<Record<PropertyKey, any>> = {
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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get(target: Record<PropertyKey, any>, key: PropertyKey): any {
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if (key === ProxyState || key === ProxyPath) {
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return target[key];
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}
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const value = target[ProxyState][key];
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if (key !== "value" && (isPlainObject(value) || Array.isArray(value))) {
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if (value !== target[key]?.[ProxyState]) {
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const path = [...target[ProxyPath], key];
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target[key] = new Proxy({ [ProxyState]: value, [ProxyPath]: path }, playerHandler);
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}
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return target[key];
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}
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return value;
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},
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set(
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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target: Record<PropertyKey, any>,
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property: PropertyKey,
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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value: any,
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receiver: ProxyConstructor
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): boolean {
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if (
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!transientState.hasNaN &&
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((typeof value === "number" && isNaN(value)) ||
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(value instanceof Decimal &&
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(isNaN(value.sign) || isNaN(value.layer) || isNaN(value.mag))))
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) {
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const currentValue = target[ProxyState][property];
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if (
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!(
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(typeof currentValue === "number" && isNaN(currentValue)) ||
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(currentValue instanceof Decimal &&
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(isNaN(currentValue.sign) ||
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isNaN(currentValue.layer) ||
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isNaN(currentValue.mag)))
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)
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) {
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state.autosave = false;
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transientState.hasNaN = true;
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transientState.NaNPath = [...target[ProxyPath], property];
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transientState.NaNReceiver = receiver as unknown as Record<string, unknown>;
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console.error(
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`Attempted to set NaN value`,
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[...target[ProxyPath], property],
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target[ProxyState]
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);
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throw "Attempted to set NaN value. See above for details";
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}
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}
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target[ProxyState][property] = value;
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return true;
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},
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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ownKeys(target: Record<PropertyKey, any>) {
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return Reflect.ownKeys(target[ProxyState]);
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},
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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has(target: Record<PropertyKey, any>, key: string) {
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return Reflect.has(target[ProxyState], key);
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},
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getOwnPropertyDescriptor(target, key) {
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return Object.getOwnPropertyDescriptor(target[ProxyState], key);
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}
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};
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declare global {
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/** Augment the window object so the player can be accessed from the console. */
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interface Window {
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player: Player;
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}
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}
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/** The player save data object. */
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export default window.player = new Proxy(
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{ [ProxyState]: state, [ProxyPath]: ["player"] },
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playerHandler
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) as Player;
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|
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@ -1,4 +1,6 @@
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import type { DecimalSource } from "util/bignum";
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import { shallowReactive } from "vue";
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import type { Persistent } from "./persistence";
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/** An object of global data that is not persistent. */
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export interface Transient {
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@ -8,8 +10,8 @@ export interface Transient {
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hasNaN: boolean;
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/** The location within the player save data object of the NaN value. */
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NaNPath?: string[];
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/** The parent object of the NaN value. */
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NaNReceiver?: Record<string, unknown>;
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/** The ref that was being set to NaN. */
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NaNPersistent?: Persistent<DecimalSource>;
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}
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declare global {
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@ -1,6 +1,7 @@
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import type { JSXFunction } from "features/feature";
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import { isFunction } from "util/common";
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import type { Ref } from "vue";
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import { computed } from "vue";
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import { isFunction } from "util/common";
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export const DoNotCache = Symbol("DoNotCache");
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@ -32,21 +33,22 @@ export function processComputable<T, S extends keyof ComputableKeysOf<T>>(
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key: S
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): asserts obj is T & { [K in S]: ProcessedComputable<UnwrapComputableType<T[S]>> } {
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const computable = obj[key];
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// eslint-disable-next-line @typescript-eslint/no-explicit-any
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if (isFunction(computable) && computable.length === 0 && !(computable as any)[DoNotCache]) {
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if (
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isFunction(computable) &&
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computable.length === 0 &&
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!(computable as unknown as JSXFunction)[DoNotCache]
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) {
|
||||
// eslint-disable-next-line @typescript-eslint/ban-ts-comment
|
||||
// @ts-ignore
|
||||
obj[key] = computed(computable.bind(obj));
|
||||
} else if (isFunction(computable)) {
|
||||
obj[key] = computable.bind(obj) as unknown as T[S];
|
||||
// eslint-disable-next-line @typescript-eslint/no-explicit-any
|
||||
(obj[key] as any)[DoNotCache] = true;
|
||||
(obj[key] as unknown as JSXFunction)[DoNotCache] = true;
|
||||
}
|
||||
}
|
||||
|
||||
export function convertComputable<T>(obj: Computable<T>): ProcessedComputable<T> {
|
||||
// eslint-disable-next-line @typescript-eslint/no-explicit-any
|
||||
if (isFunction(obj) && !(obj as any)[DoNotCache]) {
|
||||
if (isFunction(obj) && !(obj as unknown as JSXFunction)[DoNotCache]) {
|
||||
// eslint-disable-next-line @typescript-eslint/ban-ts-comment
|
||||
// @ts-ignore
|
||||
obj = computed(obj);
|
||||
|
|
|
@ -1,11 +1,11 @@
|
|||
import type { Persistent } from "game/persistence";
|
||||
import { NonPersistent } from "game/persistence";
|
||||
import Decimal from "util/bignum";
|
||||
|
||||
export const ProxyState = Symbol("ProxyState");
|
||||
export const ProxyPath = Symbol("ProxyPath");
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/no-explicit-any
|
||||
export type ProxiedWithState<T> = NonNullable<T> extends Record<PropertyKey, any>
|
||||
export type ProxiedWithState<T> = NonNullable<T> extends Record<PropertyKey, unknown>
|
||||
? NonNullable<T> extends Decimal
|
||||
? T
|
||||
: {
|
||||
|
@ -16,6 +16,18 @@ export type ProxiedWithState<T> = NonNullable<T> extends Record<PropertyKey, any
|
|||
}
|
||||
: T;
|
||||
|
||||
export type Proxied<T> = NonNullable<T> extends Record<PropertyKey, unknown>
|
||||
? NonNullable<T> extends Persistent<infer S>
|
||||
? NonPersistent<S>
|
||||
: NonNullable<T> extends Decimal
|
||||
? T
|
||||
: {
|
||||
[K in keyof T]: Proxied<T[K]>;
|
||||
} & {
|
||||
[ProxyState]: T;
|
||||
}
|
||||
: T;
|
||||
|
||||
// Takes a function that returns an object and pretends to be that object
|
||||
// Note that the object is lazily calculated
|
||||
export function createLazyProxy<T extends object, S extends T>(
|
||||
|
|
|
@ -1,13 +1,12 @@
|
|||
import projInfo from "data/projInfo.json";
|
||||
import { globalBus } from "game/events";
|
||||
import type { Player, PlayerData } from "game/player";
|
||||
import type { Player } from "game/player";
|
||||
import player, { stringifySave } from "game/player";
|
||||
import settings, { loadSettings } from "game/settings";
|
||||
import LZString from "lz-string";
|
||||
import { ProxyState } from "util/proxies";
|
||||
import { ref } from "vue";
|
||||
|
||||
export function setupInitialStore(player: Partial<PlayerData> = {}): Player {
|
||||
export function setupInitialStore(player: Partial<Player> = {}): Player {
|
||||
return Object.assign(
|
||||
{
|
||||
id: `${projInfo.id}-0`,
|
||||
|
@ -27,11 +26,9 @@ export function setupInitialStore(player: Partial<PlayerData> = {}): Player {
|
|||
) as Player;
|
||||
}
|
||||
|
||||
export function save(playerData?: PlayerData): string {
|
||||
const stringifiedSave = LZString.compressToUTF16(
|
||||
stringifySave(playerData ?? player[ProxyState])
|
||||
);
|
||||
localStorage.setItem((playerData ?? player[ProxyState]).id, stringifiedSave);
|
||||
export function save(playerData?: Player): string {
|
||||
const stringifiedSave = LZString.compressToUTF16(stringifySave(playerData ?? player));
|
||||
localStorage.setItem((playerData ?? player).id, stringifiedSave);
|
||||
return stringifiedSave;
|
||||
}
|
||||
|
||||
|
@ -70,7 +67,7 @@ export async function load(): Promise<void> {
|
|||
}
|
||||
}
|
||||
|
||||
export function newSave(): PlayerData {
|
||||
export function newSave(): Player {
|
||||
const id = getUniqueID();
|
||||
const player = setupInitialStore({ id });
|
||||
save(player);
|
||||
|
@ -91,7 +88,7 @@ export function getUniqueID(): string {
|
|||
|
||||
export const loadingSave = ref(false);
|
||||
|
||||
export async function loadSave(playerObj: Partial<PlayerData>): Promise<void> {
|
||||
export async function loadSave(playerObj: Partial<Player>): Promise<void> {
|
||||
console.info("Loading save", playerObj);
|
||||
loadingSave.value = true;
|
||||
const { layers, removeLayer, addLayer } = await import("game/layers");
|
||||
|
|
Loading…
Reference in a new issue