fix: loading in both board rooms unified
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071c0de5a7
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@ -19,17 +19,19 @@ func get_ready() -> void:
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%TherapyUniInteractable.visible = save_game.subway_burnout
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pull_save_state(State.save_game)
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card_board.board_completed.connect(func():
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#TODO: hook in ending
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#%DoorInteractable.show()
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pass
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)
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card_board.closed.connect(save_room)
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Scenes.scene_finished.connect(_on_scene_finished)
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card_picker.cards_picked.connect(card_board.populate_board)
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card_board.closed.connect(save_room)
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card_board.board_completed.connect(func():
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save_game.childhood_board_complete = true
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%DoorInteractable.show()
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)
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# This MUST happen after the signal connection, or the door will remain locked
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card_board.initialise_from_save(save_game)
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func start_room():
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await super.start_room()
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@ -42,21 +42,22 @@ func _play_intro_scene() -> void:
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func get_ready() -> void:
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await super.get_ready()
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pull_save_state(State.save_game)
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card_board.closed.connect(save_room)
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card_board.board_completed.connect(func():
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%DoorInteractable.show()
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save_game.childhood_board_complete = true
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%DoorInteractable.show()
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)
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Scenes.scene_finished.connect(_on_scene_finished)
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card_picker.cards_picked.connect(card_board.populate_board)
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# This MUST happen after the signal connection, or the door will remain locked
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card_board.initialise_from_save(save_game)
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ui.hide()
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$sfx/distant_rain.play()
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$"sfx/rain on window".play()
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ui.hide()# Not sure?
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func pull_save_state(save: SaveGame) -> void:
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@ -66,9 +67,6 @@ func pull_save_state(save: SaveGame) -> void:
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# Interactions can this way load their correct prompts
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get_tree().call_group("interactables", "pull_save_state")
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# Load board state from save first, before overwriting it
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card_board.initialise_from_save(save_game)
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# TODO: These should be deprecated, SaveGame is our source of truth
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Scenes.started_sequences = save_game.mementos_complete
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Scenes.completed_sequences = save_game.mementos_complete
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