grunk/src/world/save_state.gd

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class_name SaveState extends Resource
## Serializable container for gameplay state.
const CURRENT_VERSION := 0
const PERSISTENT_GROUP := "Persistent"
const SERIALIZE_METHOD := "serialize"
const DESERIALIZE_METHOD := "deserialize"
@export var save_version := CURRENT_VERSION
@export var level_path: String
@export var persistent_state: Dictionary[String, Dictionary] = {}
@export_group("WorldManager State")
@export var grunk_tank_limit: int
@export var mp3_player_unlocked: bool
@export var toothbrush_unlocked: bool
@export var stickers_unlocked: bool
@export var grunk_tank: float
@export var grunk_vault: float
@export var alert_level: int
static func node_key(node: Node, world: World) -> String:
return str(world.level_root.get_path_to(node))
func load_to_world(world: World) -> void:
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if level_path != world.current_level_scene.resource_path:
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push_warning(
"This save is for ",
level_path,
" but the loaded level is for ",
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world.current_level_scene.resource_path
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)
world.manager.grunk_tank_limit = grunk_tank_limit
world.manager.mp3_player_unlocked = mp3_player_unlocked
world.manager.toothbrush_unlocked = toothbrush_unlocked
world.manager.stickers_unlocked = stickers_unlocked
world.manager.grunk_tank = grunk_tank
world.manager.grunk_vault = grunk_vault
world.manager.alert_level = alert_level
var persistent := world.get_tree().get_nodes_in_group(PERSISTENT_GROUP)
for node: Node in persistent:
var key := SaveState.node_key(node, world)
if key in persistent_state:
# Node is in our persistent state, so load it with data.
Callable(node, DESERIALIZE_METHOD).call(persistent_state[key])
else:
# Node isn't in our persistent state, so it must have been destroyed.
node.queue_free()
static func serialize(world: World) -> SaveState:
var save := SaveState.new()
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save.level_path = world.current_level_scene.resource_path
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save.grunk_tank_limit = world.manager.grunk_tank_limit
save.mp3_player_unlocked = world.manager.mp3_player_unlocked
save.toothbrush_unlocked = world.manager.toothbrush_unlocked
save.stickers_unlocked = world.manager.stickers_unlocked
save.grunk_tank = world.manager.grunk_tank
save.grunk_vault = world.manager.grunk_vault
save.alert_level = world.manager.alert_level
# NOTE: I'm assuming that `persistent` will have the same order ever time the world is loaded.
# This may not be the case. If so, we need to find a different way to uniquely identify nodes.
var persistent := world.get_tree().get_nodes_in_group(PERSISTENT_GROUP)
for node: Node in persistent:
var key := SaveState.node_key(node, world)
var data: Dictionary = Callable(node, SERIALIZE_METHOD).call()
save.persistent_state[key] = data
return save