extends RoomTemplate @onready var card_picker: CardPicker = %Picker @onready var player: PlayerController = %PlayerController func _ready(): id = State.rooms.ADULTHOOD super._ready() func get_ready() -> void: super.get_ready() Scenes.scene_finished.connect(_on_scene_finished) card_picker.cards_picked.connect(card_board.populate_board) save_game = State.save_game 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() ) func start_room(): super.start_room() %UI.show() %PlayerController.process_mode = Node.PROCESS_MODE_INHERIT # Give player control immediately, then open Scenes.player_enable.emit(true) await Main.curtain.open() func _on_scene_finished(_id: int, _repeat:bool): await get_tree().create_timer(3).timeout save_room() func save_room(): # Update board state before saving card_board.save_to_resource(save_game) save_game.mementos_complete = Scenes.completed_sequences save_game.sequences_enabled = Scenes.enabled_sequences super.save_room() func prepare_transition(): pass func unload(): pass