Enhance save system functionality; improve game state management and session tracking
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@@ -6,6 +6,11 @@ extends Node
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@onready var game_manager: GM = $"/root/GameManager"
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func has_enough_coins(amount: int) -> bool:
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return game_manager and game_manager.get_coins() >= amount
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func try_unlock_skill(skill_data: SkillData) -> bool:
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if not game_manager:
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return false
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@@ -13,11 +18,11 @@ func try_unlock_skill(skill_data: SkillData) -> bool:
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if game_manager.is_skill_unlocked(skill_data.name):
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return false
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if game_manager.get_coins() < skill_data.cost:
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if not has_enough_coins(skill_data.cost):
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return false
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game_manager.remove_coins(skill_data.cost)
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game_manager.unlock_skill(skill_data.name)
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game_manager.current_session_state["unlocked_skills"].append(skill_data.name)
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skill_manager.add_skill(skill_data)
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return true
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@@ -30,9 +35,4 @@ func unlock_all_skills() -> void:
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skills.append(skill.name)
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game_manager.unlock_skills(skills)
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skill_manager.apply_unlocked_skills()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("unlock_skills"):
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unlock_all_skills()
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skill_manager.apply_unlocked_skills()
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