From 8aa96731544413d714b3fac98608cabda85aa0b1 Mon Sep 17 00:00:00 2001 From: Steven Wroblewski Date: Sat, 9 May 2026 00:43:38 +0200 Subject: [PATCH] docs: clarify item position persistence in Sprint 18 spec --- docs/superpowers/specs/2026-05-09-sprint-18-room-chests.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/superpowers/specs/2026-05-09-sprint-18-room-chests.md b/docs/superpowers/specs/2026-05-09-sprint-18-room-chests.md index 49810b3..12a15b0 100644 --- a/docs/superpowers/specs/2026-05-09-sprint-18-room-chests.md +++ b/docs/superpowers/specs/2026-05-09-sprint-18-room-chests.md @@ -43,7 +43,7 @@ Implement a `RoomChest` system: tappable storage nodes in every room that spawn ### GameState v3 -Extend `GameState` with `_chest_states: Dictionary` mapping `chest_id → Array[String]` of currently spawned `item_id`s. Persist in save data as `"version": 3`. On load: if a chest has entries in `_chest_states`, skip auto-spawn so items resume where they were. +Extend `GameState` with `_chest_states: Dictionary` mapping `chest_id → Array[String]` of currently spawned `item_id`s. Persist in save data as `"version": 3`. Item positions within the room are **not** persisted (deliberate simplification). On load: if a chest has entries in `_chest_states`, re-spawn those items via the normal fly-out tween from the chest — they land at their configured `spawn_offset`, not their last dragged position. ## Room Population