D: Workbench._last_consumed_ingredient transient field captures the carried item before queue_free so cremation_pyre.on_craft_complete can emit corpse_cremated with the real ref. Falls back to proximity scan. Pawn._on_corpse_cremated null-guarded. E: removed redundant r.ingredient_count = 0 from recipe_catalog. Field kept on Recipe for save round-trip compat; nothing reads it functionally. F: save_system._spawn_workbench simplified from 15 lines to 6 — let from_dict do all field restoration. Fixed workbench.from_dict to call _complete() instead of bare _completed=true, which was skipping light enable + beauty register + designation clear. Stale ingredient1/2 buffering comment in job_runner._tick_craft fixed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
771 lines
29 KiB
GDScript
771 lines
29 KiB
GDScript
extends Node
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## SaveSystem v2 — full entity serialization + clear-and-respawn load.
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##
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## Save contract (docs/architecture.md "Save format"):
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## - Saves only happen between sim ticks (Sim owns the loop). apply_save()
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## pauses the sim so no tick fires mid-rebuild.
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## - Every entity's to_dict() must include a "class_id" field (Agent A's work).
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## The factory registry here dispatches on that key.
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## - Save files: user://save_<slot>.json (slot = StringName, e.g. &"manual").
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## - Autosave uses slot &"autosave"; manual save uses &"manual".
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##
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## Public slot API (Agent C surface):
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## save_to_slot(slot) → bool
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## load_from_slot(slot) → bool
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## has_save(slot) → bool
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## delete_save(slot) → bool
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## peek_save_metadata(slot) → {exists, saved_at_unix, version}
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##
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## Phase 16 — replaces the Phase 3 pawn-only stub.
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const SAVE_VERSION: int = 2
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# ── PackedScene preloads (mirror world.gd constants) ──────────────────────────
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# Keep in sync with scenes/world/world.gd SCENE constants.
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# If a scene path changes, update both files.
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const _PAWN_SCENE: PackedScene = preload("res://scenes/pawn/pawn.tscn")
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const _TREE_SCENE: PackedScene = preload("res://scenes/entities/tree.tscn")
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const _ROCK_SCENE: PackedScene = preload("res://scenes/entities/rock.tscn")
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const _BIG_ROCK_SCENE: PackedScene = preload("res://scenes/entities/big_rock.tscn")
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const _BIG_ROCK_NODE_SCENE: PackedScene = preload("res://scenes/entities/big_rock_node.tscn")
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const _ITEM_SCENE: PackedScene = preload("res://scenes/entities/item.tscn")
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const _WALL_SCENE: PackedScene = preload("res://scenes/entities/wall.tscn")
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const _FLOOR_SCENE: PackedScene = preload("res://scenes/entities/floor.tscn")
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const _DOOR_SCENE: PackedScene = preload("res://scenes/entities/door.tscn")
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const _WORKBENCH_SCENE: PackedScene = preload("res://scenes/entities/workbench.tscn")
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const _CROP_SCENE: PackedScene = preload("res://scenes/entities/crop.tscn")
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const _BED_SCENE: PackedScene = preload("res://scenes/entities/bed.tscn")
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const _TORCH_SCENE: PackedScene = preload("res://scenes/entities/torch.tscn")
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const _STOCKPILE_SCENE: PackedScene = preload("res://scenes/world/stockpile_zone.tscn")
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const _CRATE_SCENE: PackedScene = preload("res://scenes/world/crate.tscn")
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const _WOLF_SCENE: PackedScene = preload("res://scenes/entities/wolf.tscn")
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const _CROP_SCRIPT: Script = preload("res://scenes/entities/crop.gd")
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const _CORPSE_SCENE: PackedScene = preload("res://scenes/entities/corpse.tscn")
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# Script-only entities (no .tscn); spawned via Node2D.new() + set_script().
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const _GRAVEYARD_ZONE_SCRIPT: Script = preload("res://scenes/world/graveyard_zone.gd")
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const _GRAVE_SLOT_SCRIPT: Script = preload("res://scenes/entities/grave_slot.gd")
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const _GRAVE_MARKER_SCRIPT: Script = preload("res://scenes/entities/grave_marker.gd")
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# ── factory registry ───────────────────────────────────────────────────────────
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# Keys are the class_id strings that entities embed in their to_dict() output.
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# Values are Callables: func(world_scene: Node, d: Dictionary) -> void.
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# Populated in _ready(); dispatch via _spawn_entity().
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var _factories: Dictionary = {}
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func _ready() -> void:
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_register_factories()
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# ── public slot API ────────────────────────────────────────────────────────────
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## Write the current world state to the named slot. Returns true on success.
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func save_to_slot(slot: StringName) -> bool:
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return write_save(slot)
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## Load the named slot and apply it to the live world. Returns true on success.
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func load_from_slot(slot: StringName) -> bool:
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var payload := read_save(slot)
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if payload.is_empty():
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EventBus.load_finished.emit(slot, false, 0)
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return false
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apply_save(payload, slot)
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return true
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## True if a save file for this slot exists on disk.
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func has_save(slot: StringName) -> bool:
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return FileAccess.file_exists(_path_for(slot))
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## Delete the save file for the given slot. Returns true if the file was removed.
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func delete_save(slot: StringName) -> bool:
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var path := _path_for(slot)
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if not FileAccess.file_exists(path):
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return false
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var err := DirAccess.remove_absolute(path)
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if err != OK:
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push_error("SaveSystem.delete_save: cannot delete '%s' (err %d)" % [path, err])
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return false
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Audit.log("save", "deleted slot '%s'" % slot)
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return true
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## Peek at a slot's metadata without a full load. Returns a Dictionary:
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## {exists: bool, saved_at_unix: int, version: int}
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func peek_save_metadata(slot: StringName) -> Dictionary:
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var path := _path_for(slot)
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if not FileAccess.file_exists(path):
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return {exists = false, saved_at_unix = 0, version = 0}
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var f := FileAccess.open(path, FileAccess.READ)
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if f == null:
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return {exists = false, saved_at_unix = 0, version = 0}
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var parsed: Variant = JSON.parse_string(f.get_as_text())
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if typeof(parsed) != TYPE_DICTIONARY:
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return {exists = true, saved_at_unix = 0, version = 0}
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return {
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exists = true,
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saved_at_unix = int(parsed.get("saved_at_unix", 0)),
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version = int(parsed.get("version", 0)),
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}
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# ── core write / read / apply ──────────────────────────────────────────────────
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func write_save(slot: StringName = &"manual") -> bool:
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# Pause the sim so we snapshot between ticks (never mid-tick).
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var prev_speed: Sim.Speed = Sim.current_speed
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Sim.set_speed(Sim.Speed.PAUSE)
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EventBus.save_started.emit(slot)
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var entities := _collect_entities()
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var payload: Dictionary = {
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"version": SAVE_VERSION,
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"saved_at_unix": int(Time.get_unix_time_from_system()),
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"saved_at_tick": Sim.tick,
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"sim_speed": int(prev_speed),
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"game_state": GameState.save_dict(),
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"clock": Clock.save_dict(),
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"weather": Weather.save_dict(),
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"storyteller": Storyteller.save_dict(),
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"tilemap_layers": _save_tilemap_layers_safe(),
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"beauty_map": _save_beauty_safe(),
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"dirt_map": _save_dirt_safe(),
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"entities": entities,
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}
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var ok := _write_json(slot, payload)
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if ok:
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Audit.log("save", "wrote slot '%s': %d entities at tick %d" % [
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slot, entities.size(), Sim.tick
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])
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else:
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push_error("SaveSystem.write_save: file write failed for slot '%s'" % slot)
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EventBus.save_finished.emit(slot, ok)
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Sim.set_speed(prev_speed)
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return ok
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func read_save(slot: StringName = &"manual") -> Dictionary:
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var path := _path_for(slot)
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if not FileAccess.file_exists(path):
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return {}
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var f := FileAccess.open(path, FileAccess.READ)
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if f == null:
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push_error("SaveSystem.read_save: cannot open '%s'" % path)
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return {}
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var parsed: Variant = JSON.parse_string(f.get_as_text())
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if typeof(parsed) != TYPE_DICTIONARY:
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push_error("SaveSystem.read_save: corrupt save at '%s'" % path)
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return {}
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var ver: int = int(parsed.get("version", 0))
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if ver != SAVE_VERSION:
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push_warning(
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"SaveSystem.read_save: version mismatch in '%s' (file v%d vs code v%d) — best-effort load" %
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[path, ver, SAVE_VERSION]
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)
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return parsed
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## Apply a loaded payload onto the live world. slot is used only for signal emission.
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## On any per-entity error: logs via push_error, skips that entity, keeps going.
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## On catastrophic failure (no world scene): emits load_finished with ok=false; never crashes.
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func apply_save(payload: Dictionary, slot: StringName = &"manual") -> void:
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EventBus.load_started.emit(slot)
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var prev_speed: Sim.Speed = Sim.current_speed
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Sim.set_speed(Sim.Speed.PAUSE)
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var real_seconds_away: int = max(
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0,
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int(Time.get_unix_time_from_system()) - int(payload.get("saved_at_unix", 0))
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)
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# Clear every entity registry + queue_free their nodes.
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World.clear_all()
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# Restore sim tick counter.
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Sim.tick = int(payload.get("saved_at_tick", 0))
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# Restore autoload state in dependency order.
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if payload.has("game_state"):
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GameState.apply_dict(payload["game_state"])
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if payload.has("clock"):
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Clock.apply_dict(payload["clock"])
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if payload.has("weather"):
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Weather.apply_dict(payload["weather"])
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if payload.has("storyteller"):
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Storyteller.apply_dict(payload["storyteller"])
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# Restore TileMap layers (Agent A adds World.save/apply_tilemap_layers).
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var tilemap_data: Dictionary = payload.get("tilemap_layers", {})
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if not tilemap_data.is_empty():
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_apply_tilemap_layers_safe(tilemap_data)
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# Locate the world scene node (parent of all entity children).
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var world_scene := _get_world_scene()
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if world_scene == null:
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push_error("SaveSystem.apply_save: cannot locate World scene node — aborting entity spawn")
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EventBus.load_finished.emit(slot, false, real_seconds_away)
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Sim.set_speed(prev_speed)
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return
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# Respawn entities, sorted so dependencies land before dependents.
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var entity_dicts: Array = payload.get("entities", [])
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var ordered := _sort_by_spawn_priority(entity_dicts)
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var entity_count := 0
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var error_count := 0
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for d in ordered:
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if typeof(d) != TYPE_DICTIONARY:
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continue
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var cid: StringName = StringName(d.get("class_id", ""))
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if cid == &"":
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push_error("SaveSystem.apply_save: entity dict missing class_id — skipped: %s" % d)
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error_count += 1
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continue
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if not _factories.has(cid):
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push_error("SaveSystem.apply_save: no factory for class_id '%s' — skipped" % cid)
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error_count += 1
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continue
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var factory: Callable = _factories[cid]
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factory.call(world_scene, d)
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entity_count += 1
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# Restore beauty / dirt maps after entities are back.
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var beauty_data: Dictionary = payload.get("beauty_map", {})
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if not beauty_data.is_empty() and World.beauty_system != null:
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if World.beauty_system.has_method("apply_dict"):
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World.beauty_system.apply_dict(beauty_data)
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var dirt_data: Dictionary = payload.get("dirt_map", {})
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if not dirt_data.is_empty() and World.dirtiness_system != null:
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if World.dirtiness_system.has_method("apply_dict"):
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World.dirtiness_system.apply_dict(dirt_data)
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# Restore sim speed to what it was when the save was taken.
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var saved_speed_int: int = int(payload.get("sim_speed", int(Sim.Speed.NORMAL)))
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var saved_speed: Sim.Speed = Sim.Speed.NORMAL
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if saved_speed_int >= 0 and saved_speed_int < Sim.Speed.size():
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saved_speed = saved_speed_int as Sim.Speed
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# Resolve cross-entity references that require all nodes to be spawned first.
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_post_load_resolve_references()
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var ok: bool = error_count == 0
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Audit.log("save", "applied slot '%s': %d entities, %d errors, tick=%d, away=%ds" % [
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slot, entity_count, error_count, Sim.tick, real_seconds_away
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])
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EventBus.load_finished.emit(slot, ok, real_seconds_away)
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Sim.set_speed(saved_speed)
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# ── entity collection ──────────────────────────────────────────────────────────
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## Walk every entity registry on World; call to_dict() on each valid node.
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## Concatenated into a single flat Array[Dictionary] — class_id is the dispatcher key.
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func _collect_entities() -> Array:
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var out: Array = []
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# Registries in stable order. Pawn last so dependents (workbenches, beds) precede.
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var registries: Array = [
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World.trees,
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World.rocks,
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World.big_rock_nodes,
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World.items,
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World.build_queue, # ghost walls / floors / doors / grave_slots
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World.doors,
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World.workbenches,
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World.crops,
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World.beds,
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World.light_sources, # torches (hearth is a workbench — also in workbenches)
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World.stockpiles,
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World.wolves,
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World.corpses,
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World.grave_markers,
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World.pawns,
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]
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for reg in registries:
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for ent in reg:
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if not is_instance_valid(ent):
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continue
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if ent.has_method("to_dict"):
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var d: Dictionary = ent.to_dict()
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if d.has("class_id"):
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out.append(d)
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else:
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push_warning("SaveSystem._collect_entities: %s.to_dict() missing class_id — skipped" % ent)
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return out
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# ── spawn-order sorting ────────────────────────────────────────────────────────
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## Spawn priority tiers (lower = spawns first so dependencies land before dependents).
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## 0 — static structures: tree, rock, wall, floor
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## 1 — doors (erase wall stamp in _complete)
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## 2 — containers + furniture: crate, workbench, stockpile_zone, bed, torch, crop
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## 3 — burial entities: grave_slot, grave_marker, graveyard_zone
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## 4 — items + mobile non-pawn entities: item, wolf, corpse
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## 5 — pawns (may reference job targets from earlier tiers)
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const _SPAWN_PRIORITY: Dictionary = {
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&"tree": 0,
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&"rock": 0,
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&"big_rock": 0,
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&"big_rock_node": 0,
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&"wall": 0,
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&"floor": 0,
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&"door": 1,
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&"crate": 2,
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&"workbench": 2,
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&"stockpile_zone": 2,
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&"bed": 2,
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&"torch": 2,
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&"crop": 2,
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&"grave_slot": 3,
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&"grave_marker": 3,
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&"graveyard_zone": 3,
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&"item": 4,
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&"wolf": 4,
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&"corpse": 4,
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&"pawn": 5,
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}
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func _sort_by_spawn_priority(entity_dicts: Array) -> Array:
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var copy := entity_dicts.duplicate()
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copy.sort_custom(func(a, b) -> bool:
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var pa: int = _SPAWN_PRIORITY.get(StringName(a.get("class_id", "")), 99)
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var pb: int = _SPAWN_PRIORITY.get(StringName(b.get("class_id", "")), 99)
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return pa < pb
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)
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return copy
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# ── factory registry setup ─────────────────────────────────────────────────────
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func _register_factories() -> void:
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_factories[&"tree"] = _spawn_tree
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_factories[&"rock"] = _spawn_rock
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_factories[&"big_rock"] = _spawn_big_rock
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_factories[&"big_rock_node"] = _spawn_big_rock_node
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_factories[&"item"] = _spawn_item
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_factories[&"wall"] = _spawn_wall
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_factories[&"floor"] = _spawn_floor
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_factories[&"door"] = _spawn_door
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_factories[&"workbench"] = _spawn_workbench
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_factories[&"crop"] = _spawn_crop
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_factories[&"bed"] = _spawn_bed
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_factories[&"torch"] = _spawn_torch
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_factories[&"stockpile_zone"] = _spawn_stockpile_zone
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_factories[&"crate"] = _spawn_crate
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_factories[&"wolf"] = _spawn_wolf
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_factories[&"corpse"] = _spawn_corpse
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_factories[&"grave_marker"] = _spawn_grave_marker
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_factories[&"grave_slot"] = _spawn_grave_slot
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_factories[&"graveyard_zone"] = _spawn_graveyard_zone
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_factories[&"pawn"] = _spawn_pawn
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# ── per-class factory functions ────────────────────────────────────────────────
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# Signature: func(world_scene: Node, d: Dictionary) -> void.
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# Pattern: instantiate (or new()+set_script), add_child (triggers _ready +
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# self-registration), apply entity-specific from_dict or field restore.
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func _spawn_tree(world_scene: Node, d: Dictionary) -> void:
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var ent = _TREE_SCENE.instantiate()
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world_scene.add_child(ent)
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# Pass growth_stage to setup() so _refresh_sprite() picks the right visual.
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# Default 3 (STAGE_MATURE) so pre-growth-system saves load as mature trees.
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var gs: int = int(d.get("growth_stage", 3))
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ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))), gs)
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ent.chop_progress = int(d.get("chop_progress", 0))
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ent.growth_progress = int(d.get("growth_progress", 0))
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ent.chop_designated = bool(d.get("chop_designated", false))
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ent.pending_plant = bool(d.get("pending_plant", false))
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ent._plant_progress = int(d.get("plant_progress", 0))
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# Re-register as build site if planting is still in progress.
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if ent.pending_plant:
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World.register_build_site(ent)
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ent.queue_redraw()
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func _spawn_rock(world_scene: Node, d: Dictionary) -> void:
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var ent = _ROCK_SCENE.instantiate()
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world_scene.add_child(ent)
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ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
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ent.mine_progress = int(d.get("mine_progress", 0))
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ent.queue_redraw()
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func _spawn_big_rock(world_scene: Node, d: Dictionary) -> void:
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var ent = _BIG_ROCK_SCENE.instantiate()
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world_scene.add_child(ent)
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ent.setup(Vector2i(int(d.get("origin_x", 0)), int(d.get("origin_y", 0))))
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|
ent.mine_progress = int(d.get("mine_progress", 0))
|
|
ent.queue_redraw()
|
|
|
|
|
|
func _spawn_big_rock_node(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _BIG_ROCK_NODE_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
|
|
ent.is_quarry_site = bool(d.get("is_quarry_site", false))
|
|
ent.queue_redraw()
|
|
|
|
|
|
func _spawn_item(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _ITEM_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
ent.setup(
|
|
StringName(d.get("type", "wood")),
|
|
int(d.get("stack_size", 1)),
|
|
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
|
|
)
|
|
ent.quality = int(d.get("quality", 1)) as Item.Quality
|
|
ent.subtype = StringName(d.get("subtype", ""))
|
|
# Hauling-retry state — defaults keep older v2 saves loading cleanly.
|
|
ent.haul_retry_count = int(d.get("haul_retry_count", 0))
|
|
ent.haul_rejected = bool(d.get("haul_rejected", false))
|
|
# haul_rejected items must NOT be in items_needing_haul — undo the
|
|
# automatic enqueue that World.register_item() does inside setup().
|
|
if ent.haul_rejected:
|
|
World.items_needing_haul.erase(ent)
|
|
ent.queue_redraw()
|
|
|
|
|
|
func _spawn_wall(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _WALL_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
ent.setup(
|
|
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))),
|
|
StringName(d.get("material", "stone"))
|
|
)
|
|
ent.build_progress = int(d.get("build_progress", 0))
|
|
if bool(d.get("completed", false)):
|
|
# Mirror _spawn_complete_wall in world.gd: set progress to BUILD_TICKS
|
|
# then call on_build_tick() once to trigger _complete().
|
|
ent.build_progress = ent.BUILD_TICKS
|
|
ent.on_build_tick()
|
|
else:
|
|
ent.queue_redraw()
|
|
|
|
|
|
func _spawn_floor(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _FLOOR_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
ent.setup(
|
|
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))),
|
|
StringName(d.get("material", "wood"))
|
|
)
|
|
ent.build_progress = int(d.get("build_progress", 0))
|
|
if bool(d.get("completed", false)):
|
|
ent.build_progress = ent.BUILD_TICKS
|
|
ent.on_build_tick()
|
|
else:
|
|
ent.queue_redraw()
|
|
|
|
|
|
func _spawn_door(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _DOOR_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
|
|
ent.build_progress = int(d.get("build_progress", 0))
|
|
if bool(d.get("completed", false)):
|
|
ent.build_progress = ent.BUILD_TICKS
|
|
ent.on_build_tick()
|
|
# Restore open state after possible completion (Door._complete sets is_open = true).
|
|
ent.is_open = bool(d.get("is_open", true))
|
|
if not bool(d.get("completed", false)):
|
|
ent.queue_redraw()
|
|
|
|
|
|
func _spawn_workbench(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _WORKBENCH_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
# from_dict restores all fields (label_text, accepted_skill, build_progress,
|
|
# bills, deposited_inputs) and calls _complete() + setup() internally.
|
|
# No manual field assignment needed here.
|
|
ent.from_dict(d)
|
|
|
|
|
|
func _spawn_crop(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _CROP_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
# Crop.from_dict() is static and returns a spec Dictionary — it cannot mutate
|
|
# the instance. Use the spec to call setup() so tile/kind/stage are applied.
|
|
var spec: Dictionary = _CROP_SCRIPT.from_dict(d) if d else {}
|
|
ent.setup(
|
|
Vector2i(int(spec.get("tile_x", 0)), int(spec.get("tile_y", 0))),
|
|
StringName(spec.get("crop_kind", &"wheat")),
|
|
int(spec.get("stage", 0))
|
|
)
|
|
ent.stage_progress = int(spec.get("stage_progress", 0))
|
|
ent._stage_accum = float(spec.get("stage_accum", 0.0))
|
|
|
|
|
|
func _spawn_bed(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _BED_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
|
|
ent.build_progress = int(d.get("build_progress", 0))
|
|
if bool(d.get("completed", false)):
|
|
ent.build_progress = ent.BUILD_TICKS
|
|
ent.on_build_tick()
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
|
|
|
|
func _spawn_torch(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _TORCH_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
|
|
ent.build_progress = int(d.get("build_progress", 0))
|
|
if bool(d.get("completed", false)):
|
|
ent.build_progress = ent.BUILD_TICKS
|
|
ent.on_build_tick()
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
|
|
|
|
func _spawn_stockpile_zone(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _STOCKPILE_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
else:
|
|
# Fallback: wire minimal fields directly when from_dict not yet present.
|
|
ent.region = Rect2i(
|
|
int(d.get("region_x", 0)), int(d.get("region_y", 0)),
|
|
int(d.get("region_w", 4)), int(d.get("region_h", 4))
|
|
)
|
|
ent.label = str(d.get("label", "Stockpile"))
|
|
var pri_int: int = int(d.get("priority", 2))
|
|
if pri_int >= 0 and pri_int < StorageDestination.Priority.size():
|
|
ent.priority = pri_int as StorageDestination.Priority
|
|
var types_raw: Array = d.get("accepted_types", [])
|
|
var types: Array[StringName] = []
|
|
for t in types_raw:
|
|
types.append(StringName(t))
|
|
ent.accepted_types = types
|
|
ent.queue_redraw()
|
|
|
|
|
|
func _spawn_crate(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _CRATE_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
ent.setup(Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
|
|
ent.build_progress = int(d.get("build_progress", 0))
|
|
if bool(d.get("completed", false)):
|
|
# Crate uses a loop (mirrors world.gd's pre-build pattern).
|
|
while ent.is_buildable():
|
|
ent.on_build_tick()
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
|
|
|
|
func _spawn_wolf(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _WOLF_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
else:
|
|
# Fallback for pre-from_dict Wolf.
|
|
ent.tile = Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0)))
|
|
ent.hp = float(d.get("hp", 40.0))
|
|
ent.position = Vector2(ent.tile.x * 16 + 8.0, ent.tile.y * 16 + 8.0)
|
|
ent.queue_redraw()
|
|
|
|
|
|
func _spawn_corpse(world_scene: Node, d: Dictionary) -> void:
|
|
var ent = _CORPSE_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
|
|
|
|
func _spawn_grave_marker(world_scene: Node, d: Dictionary) -> void:
|
|
var ent := Node2D.new()
|
|
ent.set_script(_GRAVE_MARKER_SCRIPT)
|
|
ent.name = "GraveMarker_%s" % str(d.get("pawn_name", "Unknown"))
|
|
world_scene.add_child(ent)
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
|
|
|
|
func _spawn_grave_slot(world_scene: Node, d: Dictionary) -> void:
|
|
var ent := Node2D.new()
|
|
ent.set_script(_GRAVE_SLOT_SCRIPT)
|
|
var tx: int = int(d.get("tile_x", 0))
|
|
var ty: int = int(d.get("tile_y", 0))
|
|
ent.name = "GraveSlot_%d_%d" % [tx, ty]
|
|
world_scene.add_child(ent)
|
|
if ent.has_method("setup"):
|
|
ent.setup(Vector2i(tx, ty))
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
|
|
|
|
func _spawn_graveyard_zone(world_scene: Node, d: Dictionary) -> void:
|
|
var ent := Node2D.new()
|
|
ent.set_script(_GRAVEYARD_ZONE_SCRIPT)
|
|
var rx: int = int(d.get("region_x", 0))
|
|
var ry: int = int(d.get("region_y", 0))
|
|
ent.name = "GraveyardZone_%d_%d" % [rx, ry]
|
|
world_scene.add_child(ent)
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
else:
|
|
ent.region = Rect2i(rx, ry, int(d.get("region_w", 1)), int(d.get("region_h", 1)))
|
|
ent.label = str(d.get("label", "Graveyard"))
|
|
ent.queue_redraw()
|
|
|
|
|
|
func _spawn_pawn(world_scene: Node, d: Dictionary) -> void:
|
|
var ent: Pawn = _PAWN_SCENE.instantiate()
|
|
world_scene.add_child(ent)
|
|
|
|
# Attach JobRunner — mirrors world.gd's _spawn_sample_pawns pattern.
|
|
if World.pathfinder != null:
|
|
var jr := JobRunner.new()
|
|
jr.name = "JobRunner"
|
|
ent.add_child(jr)
|
|
jr.setup(ent, World.pathfinder)
|
|
ent.job_runner = jr
|
|
|
|
# Minimal setup so tile / position is sane before from_dict overwrites everything.
|
|
ent.setup(str(d.get("name", "Unknown")),
|
|
Vector2i(int(d.get("tile_x", 0)), int(d.get("tile_y", 0))))
|
|
|
|
# Full state restore — overwrites setup() defaults.
|
|
if ent.has_method("from_dict"):
|
|
ent.from_dict(d)
|
|
|
|
World.register_pawn(ent)
|
|
|
|
|
|
# ── tilemap helpers (defensive wrappers for Agent A's additions) ───────────────
|
|
# World.save_tilemap_layers() and World.apply_tilemap_layers() are added by
|
|
# Agent A in the Phase 16 parallel pass. has_method() guards keep this file
|
|
# clean when Agent A's work has not yet landed.
|
|
|
|
func _save_tilemap_layers_safe() -> Dictionary:
|
|
if World.has_method("save_tilemap_layers"):
|
|
return World.save_tilemap_layers()
|
|
return {}
|
|
|
|
|
|
func _apply_tilemap_layers_safe(data: Dictionary) -> void:
|
|
if World.has_method("apply_tilemap_layers"):
|
|
World.apply_tilemap_layers(data)
|
|
else:
|
|
Audit.log("save", "apply_tilemap_layers: World helper not yet available — skipping")
|
|
|
|
|
|
# ── post-load reference resolution ────────────────────────────────────────────
|
|
|
|
## Resolve entity cross-references that require all nodes to be spawned first.
|
|
## Called once at the end of apply_save(), before load_finished is emitted.
|
|
##
|
|
## Beds — _pending_owner_name → _owner_pawn (Pawn node reference).
|
|
## Wolves — _pending_target_name → target_pawn (Pawn node reference).
|
|
func _post_load_resolve_references() -> void:
|
|
# Build a name→pawn lookup once; both bed and wolf passes share it.
|
|
var pawn_by_name: Dictionary = {}
|
|
for pawn in World.pawns:
|
|
if is_instance_valid(pawn):
|
|
var n: String = str(pawn.get("pawn_name"))
|
|
if n != "":
|
|
pawn_by_name[n] = pawn
|
|
|
|
# Beds: re-wire _owner_pawn from _pending_owner_name.
|
|
var beds_resolved: int = 0
|
|
for bed in World.beds:
|
|
if not is_instance_valid(bed):
|
|
continue
|
|
var pending: String = str(bed.get("_pending_owner_name"))
|
|
if pending == "":
|
|
continue
|
|
if pawn_by_name.has(pending):
|
|
bed._owner_pawn = pawn_by_name[pending]
|
|
beds_resolved += 1
|
|
else:
|
|
Audit.log("save", "bed at %s: owner pawn '%s' not found — left unowned" % [bed.tile, pending])
|
|
bed._pending_owner_name = ""
|
|
|
|
# Wolves: re-wire target_pawn from _pending_target_name.
|
|
var wolves_resolved: int = 0
|
|
for wolf in World.wolves:
|
|
if not is_instance_valid(wolf):
|
|
continue
|
|
var pending: String = str(wolf.get("_pending_target_name"))
|
|
if pending == "":
|
|
continue
|
|
if pawn_by_name.has(pending):
|
|
wolf.target_pawn = pawn_by_name[pending]
|
|
wolves_resolved += 1
|
|
else:
|
|
Audit.log("save", "wolf at %s: target pawn '%s' not found — will pick new target next tick" % [wolf.tile, pending])
|
|
wolf._pending_target_name = ""
|
|
|
|
if beds_resolved > 0 or wolves_resolved > 0:
|
|
Audit.log("save", "_post_load_resolve_references: %d bed owners, %d wolf targets re-wired" % [beds_resolved, wolves_resolved])
|
|
|
|
|
|
# ── beauty / dirt helpers ──────────────────────────────────────────────────────
|
|
|
|
func _save_beauty_safe() -> Dictionary:
|
|
if World.beauty_system != null and World.beauty_system.has_method("save_dict"):
|
|
return World.beauty_system.save_dict()
|
|
return {}
|
|
|
|
|
|
func _save_dirt_safe() -> Dictionary:
|
|
if World.dirtiness_system != null and World.dirtiness_system.has_method("save_dict"):
|
|
return World.dirtiness_system.save_dict()
|
|
return {}
|
|
|
|
|
|
# ── file I/O ──────────────────────────────────────────────────────────────────
|
|
|
|
func _write_json(slot: StringName, payload: Dictionary) -> bool:
|
|
var path := _path_for(slot)
|
|
var f := FileAccess.open(path, FileAccess.WRITE)
|
|
if f == null:
|
|
push_error("SaveSystem._write_json: cannot open '%s' for writing" % path)
|
|
return false
|
|
f.store_string(JSON.stringify(payload, "\t"))
|
|
return true
|
|
|
|
|
|
func _path_for(slot: StringName) -> String:
|
|
return "user://save_%s.json" % String(slot)
|
|
|
|
|
|
# ── world scene locator ────────────────────────────────────────────────────────
|
|
|
|
## Returns the root Node2D of the World scene — the parent of all entity children.
|
|
## The World autoload is a data-only Node; the scene instance is a Node2D.
|
|
## Searches the scene tree root for a node named "World" first, then falls back
|
|
## to the first Node2D child of root (which is the active scene on most projects).
|
|
func _get_world_scene() -> Node:
|
|
var root := get_tree().root
|
|
var candidate := root.get_node_or_null("World")
|
|
if candidate != null:
|
|
return candidate
|
|
# Fallback: first Node2D child of root.
|
|
for child in root.get_children():
|
|
if child is Node2D:
|
|
return child
|
|
push_error("SaveSystem._get_world_scene: cannot locate World scene node")
|
|
return null
|