Project scaffold:
- project.godot at repo root, GL Compatibility renderer (max mobile reach),
pixel-snap on, texture filter nearest, sensor_landscape orientation
- 7 autoloads: World, Sim, GameState, EventBus, Strings, Audit, SaveSystem
- scenes/main/main.{tscn,gd} smoke-test scene with autoload assertions
- Folder layout matches tavernkeep idiom: autoload/ at root, scripts
co-located with scenes/ (not the scripts/autoloads/ mirror originally
sketched in implementation.md)
- Input map: pause, speed_cycle, speed_normal/fast/ultra, confirm, cancel.
Mobile gestures (pinch/drag/long-press) handled at script level via
Godot's InputEventScreenTouch/Drag/MagnifyGesture.
- SaveSystem skeleton: SAVE_VERSION=1, JSON to user://save_slot.json,
version-mismatch warning. Phase 3 expands to real entity state.
- icon.svg placeholder (cabin silhouette on dark green field)
- README.md points at memory.md / implementation.md / docs/
Headless verification: 'godot --headless --path . --quit' exits 0,
'[main] Phase 0 smoke test online.' prints, no errors. Editor-side
green-dot check still pending — needs human launch of editor.
Asset audit (researcher Haiku, 2026-05-10):
- FG_Houses.png NOT autotile-solvable — pre-built decorative house
compositions, 4 distinct roof palettes, no modular wall family.
~½–1 day per material to author terrain bits on top.
- FG_Fortress.png IS autotile-solvable — ~20–30 modular tan-stone
pieces. Wang-style Godot 4 terrain works with minimal extra art.
Iconic Homestead $19.99 fallback not needed.
- No wolf sprite anywhere in the bundle. EvoMonster packs all
cute/fantasy. Need commission, CC0 source, or Ventilatore check.
- Retro Graveyard 16x16 [Kingdom Explorer] confirmed in Tier 3 with
full graveyard suite — direct use in Phase 14.
New open questions surfaced in memory.md:
- Player-built wall material strategy (3 options laid out)
- Wolf sprite acquisition path (Phase 10 blocker)
Project move:
- Repo physical location moved from ~/claude/projects/rimlike to
/mnt/d/godot/rimlike (D: drive, fast for Windows-side editor).
- Symlink at the original WSL path preserves the home-CLAUDE.md
layout convention. Mirrors tavernkeep's pattern.
- Set core.filemode=false to silence DrvFs's everything-is-0777
false-positive on git diff.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
45 lines
1.3 KiB
GDScript
45 lines
1.3 KiB
GDScript
extends Node
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## Save/load skeleton — version field, file IO, save-between-ticks contract.
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##
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## Saves only happen between sim ticks (Sim owns the loop). JobRunner mid-toil
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## state must round-trip from day one — see docs/architecture.md.
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##
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## Phase 0: file-IO smoke test only. Phase 3 expands to real entity state.
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## Phase 16 closes coverage of every system.
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const SAVE_VERSION: int = 1
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const SAVE_PATH: String = "user://save_slot.json"
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func write_save() -> bool:
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# Smoke-test payload. Phase 3 expands this.
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var payload := {
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"version": SAVE_VERSION,
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"sim_tick": Sim.tick,
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"game_state": GameState.save_dict(),
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}
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var f := FileAccess.open(SAVE_PATH, FileAccess.WRITE)
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if f == null:
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push_error("SaveSystem.write_save: cannot open %s" % SAVE_PATH)
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return false
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f.store_string(JSON.stringify(payload))
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return true
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func read_save() -> Dictionary:
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if not FileAccess.file_exists(SAVE_PATH):
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return {}
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var f := FileAccess.open(SAVE_PATH, FileAccess.READ)
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if f == null:
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return {}
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var raw := f.get_as_text()
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var parsed: Variant = JSON.parse_string(raw)
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if typeof(parsed) != TYPE_DICTIONARY:
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push_error("SaveSystem.read_save: corrupt save")
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return {}
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if int(parsed.get("version", 0)) != SAVE_VERSION:
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push_warning(
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"SaveSystem.read_save: version mismatch (%s vs %s)" %
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[parsed.get("version", "?"), SAVE_VERSION]
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)
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return parsed
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