Working on reset state and the end game
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parent
124208f2a4
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1527
resources/config/start_state.json
Normal file
1527
resources/config/start_state.json
Normal file
File diff suppressed because it is too large
Load Diff
143
src/Game.cpp
143
src/Game.cpp
@ -289,7 +289,64 @@ namespace ZL
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std::cout << "Load resurces step 13" << std::endl;
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menuManager.onResetGame = [this]() {
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try {
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menuManager.setup(gameState.inventory, CONST_ZIP_FILE);
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std::cout << "UI loaded successfully" << std::endl;
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}
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catch (const std::exception& e) {
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std::cerr << "Failed to load UI: " << e.what() << std::endl;
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}
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menuManager.startGameFunc = [this]() {
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mainThreadHandler.EnqueueMainThreadTask([this]() {
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performResetToInitialState();
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gameState.currentLocationName = "location_dorm";
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currentLocation()->scriptEngine.callLocationEnterCallback();
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this->audioPlayer->crossFadeMusicAsync("audio/obshaga.ogg");
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});
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};
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menuManager.onSaveGame = [this](int slot) { saveGame(slot); };
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menuManager.onLoadGame = [this](int slot) { loadGame(slot); };
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menuManager.getSlotInfoFunc = [this](int slot) { return readSlotInfo(slot); };
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if (audioPlayer->init()) {
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audioPlayer->setMusicVolume(100);
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audioPlayer->setSoundVolume(80);
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std::cout << "Audio initialized successfully" << std::endl;
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}
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else {
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std::cout << "Audio initialization failed" << std::endl;
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}
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menuManager.loadSettings();
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audioPlayer->crossFadeMusicAsync("audio/main menu final.ogg");
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loadingCompleted = true;
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}
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void Game::rearmDormOneShotCallbacks() {
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auto it = gameState.locations.find("location_dorm");
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if (it == gameState.locations.end() || !it->second) return;
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it->second->onPlayerTaxiRequired = [this]() {
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menuManager.tutorialShowTaxiHint();
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};
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menuManager.tutorialUnlockInteractiveObjectsFunc = [this]()
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{
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if (gameState.locations["location_dorm"])
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{
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gameState.locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = false;
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}
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};
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}
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void Game::performFullReset() {
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gameState.currentLocationName.clear();
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gameState.isDarklands = false;
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gameState.isNight = false;
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@ -314,43 +371,53 @@ namespace ZL
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gameState.inventory.clear();
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gameState.questJournal.loadFromFile(localizedConfigPath("resources/config/quests.json", g_currentLanguage), CONST_ZIP_FILE);
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createLocations();
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};
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// Developer workflow: uncomment to (re)generate resources/config/start_state.json
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// from this freshly-rebuilt state after changing gameplay/content JSON or Lua.
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// Re-comment before shipping.
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//saveInitialState();
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}
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void Game::performResetToInitialState() {
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const std::string path = "resources/config/start_state.json";
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const std::string content = ZL::readTextFile(path);
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if (!content.empty()) {
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try {
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menuManager.setup(gameState.inventory, CONST_ZIP_FILE);
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std::cout << "UI loaded successfully" << std::endl;
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nlohmann::json root = nlohmann::json::parse(content);
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// GameState::load() merges into existing maps rather than replacing them,
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// so any Lua globals set during play that aren't in the pristine snapshot
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// must be cleared explicitly before loading it.
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gameState.globalInts.clear();
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gameState.globalFloats.clear();
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gameState.load(root); // updates existing Location objects in place -- no
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// destruction, no re-parsing JSON/nav files, no new
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// sol2 state (GameState::load only touches map entries
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// that already exist).
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// Locations survive this reset, so any one-shot callbacks they consumed
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// during the previous playthrough (tutorial unlock, taxi request) must be
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// re-armed here -- createLocations() normally does this, but doesn't run
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// on this fast path.
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rearmDormOneShotCallbacks();
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return;
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} catch (const std::exception& e) {
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std::cerr << "[reset] Failed to parse " << path << ": " << e.what()
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<< " -- falling back to full rebuild" << std::endl;
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}
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catch (const std::exception& e) {
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std::cerr << "Failed to load UI: " << e.what() << std::endl;
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}
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performFullReset();
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}
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menuManager.startGameFunc = [this]() {
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gameState.currentLocationName = "location_dorm";
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currentLocation()->scriptEngine.callLocationEnterCallback();
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this->audioPlayer->crossFadeMusicAsync("audio/obshaga.ogg");
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};
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menuManager.onSaveGame = [this](int slot) { saveGame(slot); };
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menuManager.onLoadGame = [this](int slot) { loadGame(slot); };
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menuManager.getSlotInfoFunc = [this](int slot) { return readSlotInfo(slot); };
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if (audioPlayer->init()) {
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audioPlayer->setMusicVolume(100);
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audioPlayer->setSoundVolume(80);
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std::cout << "Audio initialized successfully" << std::endl;
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void Game::saveInitialState() {
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nlohmann::json root;
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gameState.save(root);
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const std::string path = "resources/config/start_state.json";
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std::ofstream file(path);
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if (file.is_open()) {
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file << root.dump(2);
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std::cout << "[reset] Saved initial state snapshot to " << path << std::endl;
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} else {
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std::cerr << "[reset] Could not open " << path << " for writing" << std::endl;
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}
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else {
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std::cout << "Audio initialization failed" << std::endl;
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}
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menuManager.loadSettings();
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audioPlayer->crossFadeMusicAsync("audio/main menu final.ogg");
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loadingCompleted = true;
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}
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void Game::createLocations()
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@ -561,19 +628,9 @@ namespace ZL
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if (gameState.locations["location_dorm"]->player)
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gameState.locations["location_dorm"]->player->state.onDeathAnimComplete = [this]() { startDarklandsTransition(); };
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gameState.locations["location_dorm"]->onPlayerTaxiRequired = [this]() {
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menuManager.tutorialShowTaxiHint();
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};
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gameState.locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = true;
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menuManager.tutorialUnlockInteractiveObjectsFunc = [this]()
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{
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if (gameState.locations["location_dorm"])
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{
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gameState.locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = false;
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}
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};
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rearmDormOneShotCallbacks();
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menuManager.callTaxiFunc = [this]()
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{
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14
src/Game.h
14
src/Game.h
@ -101,6 +101,20 @@ namespace ZL {
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SaveSlotInfo readSlotInfo(int slot) const;
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void createLocations();
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// Reset entry point used by "Start New Game": loads resources/config/start_state.json
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// into the existing Location objects if present, else falls back to performFullReset().
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// Must only ever run from a deferred task (see mainThreadHandler.EnqueueMainThreadTask),
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// never synchronously from a Lua/cutscene call stack.
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void performResetToInitialState();
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void performFullReset();
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void saveInitialState();
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// (Re-)arms one-shot gameplay callbacks (tutorial unlock, taxi request) that
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// createLocations() wires up but that get consumed (set to nullptr) once used
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// during play. Must be called after gameState.load() on the fast reset path,
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// since that path keeps the existing Location objects instead of recreating them.
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void rearmDormOneShotCallbacks();
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int64_t getSyncTimeMs();
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void processTickCount();
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void drawScene();
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@ -320,7 +320,7 @@ namespace ZL {
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}
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void MenuManager::showMainMenu() {
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if (onResetGame) onResetGame();
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gameState_.currentLocationName.clear();
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audioPlayer_.crossFadeMusicAsync("audio/main menu final.ogg");
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@ -1195,11 +1195,24 @@ namespace ZL {
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uiManager.setNodeVisible("hint6a", false);
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uiManager.setNodeVisible("hint6aarrow", false);
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}
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else
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{
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if (!gameState_.tutorialNeedOpenTaxiScreen)
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{
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uiManager.setNodeVisible("hint6a", true);
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uiManager.setNodeVisible("hint6aarrow", true);
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}
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}
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if (gameState_.tutorialJournalScreenOpened)
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{
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uiManager.setNodeVisible("hint6b", false);
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uiManager.setNodeVisible("hint6barrow", false);
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}
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else
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{
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uiManager.setNodeVisible("hint6b", true);
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uiManager.setNodeVisible("hint6barrow", true);
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}
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if (gameState_.tutorialPhoneChatScreenOpened && gameState_.tutorialJournalScreenOpened) {
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gameState_.tutorialStep = TutorialStep::Step6;
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}
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@ -78,7 +78,6 @@ namespace ZL {
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std::function<void(int)> onSaveGame;
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std::function<void(int)> onLoadGame;
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std::function<SaveSlotInfo(int)> getSlotInfoFunc;
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std::function<void()> onResetGame;
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// Called when a chat message bubble should be shown (text + direction)
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void onChatBubbleReady(const std::string& text, bool incoming);
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