feat(engine): in-progress game state persistence
Save game_state.json on app exit and on pause open so players can resume interrupted sessions. Delete the file on win, loss, or new-game start. Restore the saved game on launch if it exists and isn't won. - solitaire_core: add pile_map_serde module so HashMap<PileType,Pile> round-trips through JSON (serialized as Vec of pairs) - solitaire_data: add game_state_file_path, load_game_state_from, save_game_state_to, delete_game_state_at with 8 new unit tests - solitaire_engine/GamePlugin: restore saved game on startup, expose GameStatePath resource, save on AppExit, delete on new-game and win - solitaire_engine/PausePlugin: save on pause open (guards against OS-level kills while the overlay is showing) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -11,6 +11,10 @@
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//! input-blocking on top if desired.
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use bevy::prelude::*;
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use solitaire_data::save_game_state_to;
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use crate::game_plugin::GameStatePath;
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use crate::resources::GameStateResource;
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/// Toggleable flag read by `tick_elapsed_time` and `advance_time_attack`.
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#[derive(Resource, Debug, Default)]
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@@ -34,6 +38,8 @@ fn toggle_pause(
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keys: Res<ButtonInput<KeyCode>>,
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mut paused: ResMut<PausedResource>,
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screens: Query<Entity, With<PauseScreen>>,
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game: Option<Res<GameStateResource>>,
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path: Option<Res<GameStatePath>>,
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) {
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if !keys.just_pressed(KeyCode::Escape) {
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return;
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@@ -44,6 +50,15 @@ fn toggle_pause(
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} else {
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spawn_pause_screen(&mut commands);
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paused.0 = true;
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// Persist the current game state whenever the player opens the pause
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// overlay so an OS-level kill still leaves a resumable save.
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if let (Some(g), Some(p)) = (game, path) {
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if let Some(disk_path) = p.0.as_deref() {
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if let Err(e) = save_game_state_to(disk_path, &g.0) {
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warn!("game_state: failed to save on pause: {e}");
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}
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}
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}
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}
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}
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