87db92955a
- Replace unsafe direct cast in HoldableItem._try_return_to_chest() with guarded as-cast - Type set_chest_state() parameter as Array[String] to match RoomChest._get_spawned_ids() - Add else-branch in apply_save_data() to reset _object_states when key absent - Rename test_save_data_has_version_two to test_save_data_has_version_three
123 lines
3.5 KiB
GDScript
123 lines
3.5 KiB
GDScript
## GameState — global game state: character positions, outfit, held items, object states, current room.
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extends Node
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signal state_changed
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signal character_moved(character_id: String, position: Vector2)
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var _character_positions: Dictionary = {}
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var _character_outfits: Dictionary = {}
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var _character_held_items: Dictionary = {}
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var _object_states: Dictionary = {}
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var _chest_states: Dictionary = {}
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var current_room: String = "reception"
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var music_volume: float = 0.6
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var sfx_volume: float = 1.0
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func has_character_position(id: String) -> bool:
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return _character_positions.has(id)
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func get_character_position(id: String) -> Vector2:
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return _character_positions.get(id, Vector2.ZERO)
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func set_character_position(id: String, pos: Vector2) -> void:
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_character_positions[id] = pos
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character_moved.emit(id, pos)
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state_changed.emit()
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func get_character_outfit(id: String) -> Array:
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return _character_outfits.get(id, ["", "", ""])
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func set_character_outfit(id: String, outfit: Array) -> void:
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_character_outfits[id] = outfit
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state_changed.emit()
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func get_character_held_item(id: String, hand: String) -> String:
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if not _character_held_items.has(id):
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return ""
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return _character_held_items[id].get(hand, "")
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func set_character_held_item(id: String, hand: String, item_id: String) -> void:
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if not _character_held_items.has(id):
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_character_held_items[id] = {"left": "", "right": ""}
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_character_held_items[id][hand] = item_id
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state_changed.emit()
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func get_object_state(id: String) -> String:
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return _object_states.get(id, "idle")
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func set_object_state(id: String, state: String) -> void:
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_object_states[id] = state
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state_changed.emit()
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func get_chest_state(chest_id: String) -> Array:
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return _chest_states.get(chest_id, [])
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func set_chest_state(chest_id: String, spawned_item_ids: Array[String]) -> void:
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_chest_states[chest_id] = spawned_item_ids
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state_changed.emit()
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func clear_chest_state(chest_id: String) -> void:
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_chest_states.erase(chest_id)
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state_changed.emit()
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func get_save_data() -> Dictionary:
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var positions: Dictionary = {}
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for key: String in _character_positions:
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var pos: Vector2 = _character_positions[key]
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positions[key] = [pos.x, pos.y]
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return {
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"version": 3,
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"character_positions": positions,
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"character_outfits": _character_outfits.duplicate(true),
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"character_held_items": _character_held_items.duplicate(true),
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"object_states": _object_states,
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"chest_states": _chest_states.duplicate(true),
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"current_room": current_room,
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"music_volume": music_volume,
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"sfx_volume": sfx_volume,
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}
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func apply_save_data(data: Dictionary) -> void:
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if data.has("character_positions"):
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_character_positions = {}
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for key: String in data["character_positions"]:
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var val: Variant = data["character_positions"][key]
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if val is Array and val.size() >= 2:
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_character_positions[key] = Vector2(val[0], val[1])
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if data.has("character_outfits"):
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_character_outfits = data["character_outfits"].duplicate(true)
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else:
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_character_outfits = {}
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if data.has("character_held_items"):
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_character_held_items = data["character_held_items"].duplicate(true)
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else:
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_character_held_items = {}
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if data.has("object_states"):
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_object_states = data["object_states"]
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else:
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_object_states = {}
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if data.has("current_room"):
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current_room = data["current_room"]
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if data.has("music_volume"):
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music_volume = data["music_volume"]
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if data.has("sfx_volume"):
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sfx_volume = data["sfx_volume"]
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if data.has("chest_states"):
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_chest_states = data["chest_states"].duplicate(true)
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else:
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_chest_states = {}
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