refactor: SaveSystem now uses a DTO for player state serialization and PlayerDeathComponent delegates state changes to event handlers.
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@@ -1,16 +1,18 @@
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using System.Collections.Generic;
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using System.Text.Json;
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using Godot;
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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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/// Save system that serializes state to JSON using DTOs.
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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.json";
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[Export] public int Version { get; set; } = 2; // Bumped version for new format
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[Export] public int Version { get; set; } = 2;
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private static readonly JsonSerializerOptions JsonOptions = new()
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{
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@@ -18,11 +20,6 @@ public partial class SaveSystem : Node
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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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// 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 store = GameStateStore.Instance;
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@@ -32,11 +29,18 @@ public partial class SaveSystem : Node
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return;
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}
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var saveData = new SaveData
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// Convert to DTO (only serializable data)
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var saveData = new SaveDataDto
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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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Coins = store.Player.Coins,
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Lives = store.Player.Lives,
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CurrentLevel = store.Session.CurrentLevel,
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CompletedLevels = [.. store.Player.CompletedLevels],
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UnlockedLevels = new List<int>(store.Player.UnlockedLevels),
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UnlockedSkillNames = GetSkillNames(store.Player.UnlockedSkills),
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UnlockedAchievements = new List<string>(store.Player.UnlockedAchievements),
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Statistics = new Dictionary<string, int>(store.Player.Statistics)
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};
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try
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@@ -65,7 +69,7 @@ public partial class SaveSystem : Node
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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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var saveData = JsonSerializer.Deserialize<SaveDataDto>(json, JsonOptions);
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if (saveData == null)
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{
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@@ -87,9 +91,18 @@ public partial class SaveSystem : Node
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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.Player.Coins = saveData.Coins;
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store.Player.Lives = saveData.Lives;
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store.Session.CurrentLevel = saveData.CurrentLevel;
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store.Player.CompletedLevels = saveData.CompletedLevels ?? new List<int>();
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store.Player.UnlockedLevels = saveData.UnlockedLevels ?? new List<int> { 0 };
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store.Player.UnlockedAchievements = saveData.UnlockedAchievements ?? new List<string>();
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store.Player.Statistics = saveData.Statistics ?? new Dictionary<string, int>();
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// Reload skills by name from SkillManager
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store.Player.UnlockedSkills = LoadSkillsByName(saveData.UnlockedSkillNames);
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GD.Print("Game loaded from: ", SavePath);
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return true;
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}
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@@ -100,6 +113,44 @@ public partial class SaveSystem : Node
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}
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}
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private static List<string> GetSkillNames(List<SkillData> skills)
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{
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var names = new List<string>();
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foreach (var skill in skills)
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{
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if (skill != null)
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names.Add(skill.Name);
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}
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return names;
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}
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private List<SkillData> LoadSkillsByName(List<string> skillNames)
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{
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var skills = new List<SkillData>();
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if (skillNames == null) return skills;
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var skillManager = GetNodeOrNull<SkillManager>(Constants.SkillManagerPath);
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if (skillManager == null)
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{
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GD.PrintErr("SaveSystem: SkillManager not available to resolve skill names.");
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return skills;
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}
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foreach (var name in skillNames)
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{
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var skill = skillManager.GetSkillByName(name);
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if (skill != null)
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{
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skills.Add(skill);
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}
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else
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{
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GD.PrintErr($"SaveSystem: Skill '{name}' not found in SkillManager.");
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}
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}
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return skills;
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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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@@ -113,11 +164,17 @@ public partial class SaveSystem : Node
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}
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/// <summary>
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/// Container for save data.
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/// Serializable DTO for save data - no Godot types.
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/// </summary>
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public class SaveData
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public class SaveDataDto
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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 Coins { get; set; }
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public int Lives { get; set; }
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public int CurrentLevel { get; set; }
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public List<int> CompletedLevels { get; set; }
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public List<int> UnlockedLevels { get; set; }
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public List<string> UnlockedSkillNames { get; set; }
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public List<string> UnlockedAchievements { get; set; }
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public Dictionary<string, int> Statistics { get; set; }
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}
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@@ -32,7 +32,7 @@ public partial class PlayerDeathComponent : Node2D
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effect.Scale = EffectScale;
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}
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_gameManager.RemoveLives(1);
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_gameManager.ResetCurrentSessionState();
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// Lives are now decremented by LivesStateHandler via PlayerDied event
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// Session state is reset by LivesStateHandler as well
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}
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}
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