Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager
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195
Autoloads/GameManager.cs
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195
Autoloads/GameManager.cs
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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public partial class GameManager : Node
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{
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[Export] public Array<PackedScene> LevelScenes { get; set; } = new();
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public Dictionary PlayerState { get; set; } = new()
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{
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{ "coins", 0 },
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{ "lives", 3 },
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{ "current_level", 0 },
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{ "completed_levels", new Array<int>() },
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_skills", new Array<SkillData>() }
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};
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private Dictionary _currentSessionState = new()
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{
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{ "coins_collected", 0 },
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{ "skills_unlocked", new Array<SkillData>() }
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};
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public void AddCoins(int amount)
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{
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] + amount);
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}
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public void SetCoins(int amount) => PlayerState["coins"] = Mathf.Max(0, amount);
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public int GetCoins() => (int)PlayerState["coins"] + (int)_currentSessionState["coins_collected"];
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public void RemoveCoins(int amount)
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{
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var sessionCoins = (int)_currentSessionState["coins_collected"];
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if (amount <= sessionCoins)
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{
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_currentSessionState["coins_collected"] = sessionCoins - amount;
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}
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else
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{
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var remaining = amount - sessionCoins;
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_currentSessionState["coins_collected"] = 0;
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"] - remaining);
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}
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PlayerState["coins"] = Mathf.Max(0, (int)PlayerState["coins"]);
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}
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public void AddLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] + amount;
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public void RemoveLives(int amount) => PlayerState["lives"] = (int)PlayerState["lives"] - amount;
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public void SetLives(int amount) => PlayerState["lives"] = amount;
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public int GetLives() => (int)PlayerState["lives"];
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public bool IsSkillUnlocked(SkillData skill)
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{
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return ((Array)PlayerState["unlocked_skills"]).Contains(skill)
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|| ((Array)_currentSessionState["skills_unlocked"]).Contains(skill);
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}
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public void UnlockSkill(SkillData skill)
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{
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if (!IsSkillUnlocked(skill))
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((Array)PlayerState["unlocked_skills"]).Add(skill);
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}
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public void RemoveSkill(string skillName)
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{
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var arr = (Array)PlayerState["unlocked_skills"];
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foreach (SkillData s in arr)
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{
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if (s.Name != skillName) continue;
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arr.Remove(s);
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break;
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}
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}
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public void UnlockSkills(Array<SkillData> skills)
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{
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foreach (var s in skills)
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UnlockSkill(s);
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}
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public void ResetPlayerState()
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{
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PlayerState = new Dictionary
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{
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{ "coins", 0 },
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{ "lives", 3 },
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{ "current_level", 0 },
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{ "completed_levels", new Array<int>() },
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{ "unlocked_levels", new Array<int>() {0}},
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{ "unlocked_skills", new Array<SkillData>() }
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};
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}
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public void UnlockLevel(int levelIndex)
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{
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var unlocked = (Array)PlayerState["unlocked_levels"];
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if (!unlocked.Contains(levelIndex)) unlocked.Add(levelIndex);
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}
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public void TryToGoToNextLevel()
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{
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var next = (int)PlayerState["current_level"] + 1;
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var unlocked = (Array)PlayerState["unlocked_levels"];
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if (next < LevelScenes.Count && unlocked.Contains(next))
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{
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PlayerState["current_level"] = next;
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GetTree().ChangeSceneToPacked(LevelScenes[next]);
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}
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}
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public void MarkLevelComplete(int levelIndex)
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{
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UnlockLevel(levelIndex + 1);
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var completed = (Array)PlayerState["completed_levels"];
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if (!completed.Contains(levelIndex)) completed.Add(levelIndex);
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}
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public void ResetCurrentSessionState()
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{
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_currentSessionState = new Dictionary
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{
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{ "coins_collected", 0 },
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{ "skills_unlocked", new Array<SkillData>() }
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};
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}
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public void RestartGame()
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{
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ResetPlayerState();
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ResetCurrentSessionState();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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}
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public void QuitGame() => GetTree().Quit();
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public void PauseGame() => Engine.TimeScale = 0;
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public void ResumeGame() => Engine.TimeScale = 1;
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public void StartNewGame()
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{
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ResetPlayerState();
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ResetCurrentSessionState();
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GetTree().ChangeSceneToPacked(LevelScenes[0]);
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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}
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public void ContinueGame()
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{
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var save = GetNode<SaveSystem>("/root/SaveSystem");
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if (!save.LoadGame())
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{
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GD.PrintErr("Failed to load game. Starting a new game instead.");
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StartNewGame();
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return;
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}
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var idx = (int)PlayerState["current_level"];
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if (idx < LevelScenes.Count)
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GetTree().ChangeSceneToPacked(LevelScenes[idx]);
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else
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GD.PrintErr("No levels unlocked to continue.");
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}
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public void OnLevelComplete()
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{
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var levelIndex = (int)PlayerState["current_level"];
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MarkLevelComplete(levelIndex);
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AddCoins((int)_currentSessionState["coins_collected"]);
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foreach (var s in (Array)_currentSessionState["skills_unlocked"])
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UnlockSkill((SkillData)s);
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ResetCurrentSessionState();
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TryToGoToNextLevel();
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GetNode<SaveSystem>("/root/SaveSystem").SaveGame();
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}
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public Array GetUnlockedSkills()
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{
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var unlocked = (Array<SkillData>)PlayerState["unlocked_skills"];
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var session = (Array<SkillData>)_currentSessionState["skills_unlocked"];
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if ((((Array)session)!).Count == 0) return (Array)unlocked;
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if ((((Array)unlocked)!).Count == 0) return (Array)session;
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var joined = new Array();
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joined.AddRange((Array)unlocked ?? new Array());
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joined.AddRange((Array)session ?? new Array());
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return joined;
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}
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}
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