extends RoomTemplate signal ini_room @onready var card_board: CardBoard = %Board @onready var card_picker: CardPicker = %Picker @onready var player: Player = %PlayerController func start_room(): save_game = State.active_save_game save_game.current_room = State.rooms.ADULTHOOD Scenes.completed_sequences = save_game.mementos_complete Scenes.started_sequences = save_game.mementos_complete Scenes.enabled_sequences = save_game.sequences_enabled #FIXME: fix the bloddy card board loading algorythm #card_board.initialise_from_save(save_game) card_board.board_completed.connect(func(): #TODO: hook in ending save_room()) %PlayerController.process_mode = Node.PROCESS_MODE_INHERIT ini_room.emit() State.pass_stage_to(%PlayerController) func _ready(): id = State.rooms.ADULTHOOD Scenes.scene_finished.connect(_on_scene_finished) card_picker.cards_picked.connect(card_board.populate_board) func pull_save_state(save: SaveGame) -> void: save.board_state = card_board.get_save_dict() save.current_room = State.rooms.ADULTHOOD save.mementos_complete = Scenes.completed_sequences func _on_scene_finished(_id: int, _repeat:bool): await get_tree().create_timer(3).timeout save_room() func prepare_transition(): pass func unload(): pass