DRAFT: Refactor game state#2235
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GameState mixes the actual load/save logic with the state itself, and
also is based on a mixture of directly accessing the contents of a
ConfigFile object and fields of the GameState node.
Factor all the state itself out to a tree of Resource subclasses:
- Global state
- Player state
- Quest state (nullable)
- Quest-specific player state
- Scene state
Replace the ConfigFile-based load/save logic with
ResourceLoader/ResourceSaver. This avoids writing bespoke serialisation
code & makes it easy to add new saved fields – drop an @export into the
appropriate state class – at the cost of tightly coupling the savegame
format to the game's internals.
#2016
|
Play this branch at https://play.threadbare.game/branches/endlessm/wjt/refactor-game-state/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
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DRAFT: Refactor game state
GameState mixes the actual load/save logic with the state itself, and
also is based on a mixture of directly accessing the contents of a
ConfigFile object and fields of the GameState node.
Factor all the state itself out to a tree of Resource subclasses:
Replace the ConfigFile-based load/save logic with
ResourceLoader/ResourceSaver. This avoids writing bespoke serialisation
code & makes it easy to add new saved fields – drop an @export into the
appropriate state class – at the cost of tightly coupling the savegame
format to the game's internals.
#2016