refactor
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@@ -1,62 +1,123 @@
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using System.Text.Json;
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures;
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using Mr.BrickAdventures.scripts.Resources;
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using Mr.BrickAdventures.scripts.State;
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namespace Mr.BrickAdventures.Autoloads;
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/// <summary>
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/// Save system that serializes POCOs directly to JSON.
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/// </summary>
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public partial class SaveSystem : Node
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{
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[Export] public string SavePath { get; set; } = "user://savegame.save";
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[Export] public int Version { get; set; } = 1;
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[Export] public string SavePath { get; set; } = "user://savegame.json";
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[Export] public int Version { get; set; } = 2; // Bumped version for new format
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private GameManager _gameManager;
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private static readonly JsonSerializerOptions JsonOptions = new()
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{
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WriteIndented = true,
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PropertyNamingPolicy = JsonNamingPolicy.CamelCase
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};
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>(Constants.GameManagerPath);
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// No longer needs GameManager reference - works with GameStateStore directly
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}
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public void SaveGame()
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{
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var saveData = new Dictionary
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var store = GameStateStore.Instance;
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if (store == null)
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{
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{ "player_state", _gameManager.PlayerState},
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{ "version", Version}
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GD.PrintErr("SaveSystem: GameStateStore not available.");
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return;
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}
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var saveData = new SaveData
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{
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Version = Version,
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Player = store.Player,
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CurrentLevel = store.Session.CurrentLevel
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};
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
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file.StoreVar(saveData);
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GD.Print("Game state saved to: ", SavePath);
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try
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{
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var json = JsonSerializer.Serialize(saveData, JsonOptions);
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
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file.StoreString(json);
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GD.Print("Game saved to: ", SavePath);
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EventBus.EmitGameSaved();
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}
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catch (System.Exception e)
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{
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GD.PrintErr($"SaveSystem: Failed to save game: {e.Message}");
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}
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}
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public bool LoadGame()
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{
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if (!FileAccess.FileExists(SavePath))
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return false;
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
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var saveDataObj = (Dictionary)file.GetVar();
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if (saveDataObj.ContainsKey("version") && (int)saveDataObj["version"] != Version)
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{
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GD.Print($"Save file version mismatch. Expected: {Version}, Found: {saveDataObj["version"]}");
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GD.Print("SaveSystem: No save file found.");
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return false;
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}
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GD.Print("Game state loaded from: ", SavePath);
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GD.Print("Player state: ", saveDataObj["player_state"]);
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_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
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var skills = new Array<SkillData>();
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foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
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try
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{
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skills.Add(skill);
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}
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
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var json = file.GetAsText();
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var saveData = JsonSerializer.Deserialize<SaveData>(json, JsonOptions);
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_gameManager.UnlockSkills(skills);
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return true;
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if (saveData == null)
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{
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GD.PrintErr("SaveSystem: Failed to deserialize save data.");
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return false;
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}
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if (saveData.Version != Version)
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{
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GD.PrintErr($"SaveSystem: Version mismatch. Expected {Version}, found {saveData.Version}");
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return false;
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}
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var store = GameStateStore.Instance;
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if (store == null)
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{
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GD.PrintErr("SaveSystem: GameStateStore not available.");
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return false;
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}
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// Apply loaded state
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store.Player = saveData.Player ?? new PlayerState();
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store.Session.CurrentLevel = saveData.CurrentLevel;
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GD.Print("Game loaded from: ", SavePath);
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return true;
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}
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catch (System.Exception e)
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{
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GD.PrintErr($"SaveSystem: Failed to load game: {e.Message}");
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return false;
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}
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}
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public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
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public void DeleteSave()
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{
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if (FileAccess.FileExists(SavePath))
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{
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DirAccess.RemoveAbsolute(ProjectSettings.GlobalizePath(SavePath));
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GD.Print("Save file deleted.");
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}
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}
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}
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/// <summary>
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/// Container for save data.
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/// </summary>
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public class SaveData
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{
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public int Version { get; set; }
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public PlayerState Player { get; set; }
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public int CurrentLevel { get; set; }
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}
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