Working on reset state and the end game

This commit is contained in:
Vladislav Khorev 2026-07-08 16:24:06 +03:00
parent 124208f2a4
commit 1c2c80f0ea
5 changed files with 1653 additions and 43 deletions

File diff suppressed because it is too large Load Diff

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@ -289,7 +289,64 @@ namespace ZL
std::cout << "Load resurces step 13" << std::endl;
menuManager.onResetGame = [this]() {
try {
menuManager.setup(gameState.inventory, CONST_ZIP_FILE);
std::cout << "UI loaded successfully" << std::endl;
}
catch (const std::exception& e) {
std::cerr << "Failed to load UI: " << e.what() << std::endl;
}
menuManager.startGameFunc = [this]() {
mainThreadHandler.EnqueueMainThreadTask([this]() {
performResetToInitialState();
gameState.currentLocationName = "location_dorm";
currentLocation()->scriptEngine.callLocationEnterCallback();
this->audioPlayer->crossFadeMusicAsync("audio/obshaga.ogg");
});
};
menuManager.onSaveGame = [this](int slot) { saveGame(slot); };
menuManager.onLoadGame = [this](int slot) { loadGame(slot); };
menuManager.getSlotInfoFunc = [this](int slot) { return readSlotInfo(slot); };
if (audioPlayer->init()) {
audioPlayer->setMusicVolume(100);
audioPlayer->setSoundVolume(80);
std::cout << "Audio initialized successfully" << std::endl;
}
else {
std::cout << "Audio initialization failed" << std::endl;
}
menuManager.loadSettings();
audioPlayer->crossFadeMusicAsync("audio/main menu final.ogg");
loadingCompleted = true;
}
void Game::rearmDormOneShotCallbacks() {
auto it = gameState.locations.find("location_dorm");
if (it == gameState.locations.end() || !it->second) return;
it->second->onPlayerTaxiRequired = [this]() {
menuManager.tutorialShowTaxiHint();
};
menuManager.tutorialUnlockInteractiveObjectsFunc = [this]()
{
if (gameState.locations["location_dorm"])
{
gameState.locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = false;
}
};
}
void Game::performFullReset() {
gameState.currentLocationName.clear();
gameState.isDarklands = false;
gameState.isNight = false;
@ -314,43 +371,53 @@ namespace ZL
gameState.inventory.clear();
gameState.questJournal.loadFromFile(localizedConfigPath("resources/config/quests.json", g_currentLanguage), CONST_ZIP_FILE);
createLocations();
};
// Developer workflow: uncomment to (re)generate resources/config/start_state.json
// from this freshly-rebuilt state after changing gameplay/content JSON or Lua.
// Re-comment before shipping.
//saveInitialState();
}
void Game::performResetToInitialState() {
const std::string path = "resources/config/start_state.json";
const std::string content = ZL::readTextFile(path);
if (!content.empty()) {
try {
menuManager.setup(gameState.inventory, CONST_ZIP_FILE);
std::cout << "UI loaded successfully" << std::endl;
nlohmann::json root = nlohmann::json::parse(content);
// GameState::load() merges into existing maps rather than replacing them,
// so any Lua globals set during play that aren't in the pristine snapshot
// must be cleared explicitly before loading it.
gameState.globalInts.clear();
gameState.globalFloats.clear();
gameState.load(root); // updates existing Location objects in place -- no
// destruction, no re-parsing JSON/nav files, no new
// sol2 state (GameState::load only touches map entries
// that already exist).
// Locations survive this reset, so any one-shot callbacks they consumed
// during the previous playthrough (tutorial unlock, taxi request) must be
// re-armed here -- createLocations() normally does this, but doesn't run
// on this fast path.
rearmDormOneShotCallbacks();
return;
} catch (const std::exception& e) {
std::cerr << "[reset] Failed to parse " << path << ": " << e.what()
<< " -- falling back to full rebuild" << std::endl;
}
catch (const std::exception& e) {
std::cerr << "Failed to load UI: " << e.what() << std::endl;
}
performFullReset();
}
menuManager.startGameFunc = [this]() {
gameState.currentLocationName = "location_dorm";
currentLocation()->scriptEngine.callLocationEnterCallback();
this->audioPlayer->crossFadeMusicAsync("audio/obshaga.ogg");
};
menuManager.onSaveGame = [this](int slot) { saveGame(slot); };
menuManager.onLoadGame = [this](int slot) { loadGame(slot); };
menuManager.getSlotInfoFunc = [this](int slot) { return readSlotInfo(slot); };
if (audioPlayer->init()) {
audioPlayer->setMusicVolume(100);
audioPlayer->setSoundVolume(80);
std::cout << "Audio initialized successfully" << std::endl;
void Game::saveInitialState() {
nlohmann::json root;
gameState.save(root);
const std::string path = "resources/config/start_state.json";
std::ofstream file(path);
if (file.is_open()) {
file << root.dump(2);
std::cout << "[reset] Saved initial state snapshot to " << path << std::endl;
} else {
std::cerr << "[reset] Could not open " << path << " for writing" << std::endl;
}
else {
std::cout << "Audio initialization failed" << std::endl;
}
menuManager.loadSettings();
audioPlayer->crossFadeMusicAsync("audio/main menu final.ogg");
loadingCompleted = true;
}
void Game::createLocations()
@ -561,19 +628,9 @@ namespace ZL
if (gameState.locations["location_dorm"]->player)
gameState.locations["location_dorm"]->player->state.onDeathAnimComplete = [this]() { startDarklandsTransition(); };
gameState.locations["location_dorm"]->onPlayerTaxiRequired = [this]() {
menuManager.tutorialShowTaxiHint();
};
gameState.locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = true;
menuManager.tutorialUnlockInteractiveObjectsFunc = [this]()
{
if (gameState.locations["location_dorm"])
{
gameState.locations["location_dorm"]->state.tutorialInteractiveObjectsLocked = false;
}
};
rearmDormOneShotCallbacks();
menuManager.callTaxiFunc = [this]()
{

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@ -101,6 +101,20 @@ namespace ZL {
SaveSlotInfo readSlotInfo(int slot) const;
void createLocations();
// Reset entry point used by "Start New Game": loads resources/config/start_state.json
// into the existing Location objects if present, else falls back to performFullReset().
// Must only ever run from a deferred task (see mainThreadHandler.EnqueueMainThreadTask),
// never synchronously from a Lua/cutscene call stack.
void performResetToInitialState();
void performFullReset();
void saveInitialState();
// (Re-)arms one-shot gameplay callbacks (tutorial unlock, taxi request) that
// createLocations() wires up but that get consumed (set to nullptr) once used
// during play. Must be called after gameState.load() on the fast reset path,
// since that path keeps the existing Location objects instead of recreating them.
void rearmDormOneShotCallbacks();
int64_t getSyncTimeMs();
void processTickCount();
void drawScene();

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@ -320,7 +320,7 @@ namespace ZL {
}
void MenuManager::showMainMenu() {
if (onResetGame) onResetGame();
gameState_.currentLocationName.clear();
audioPlayer_.crossFadeMusicAsync("audio/main menu final.ogg");
@ -1195,11 +1195,24 @@ namespace ZL {
uiManager.setNodeVisible("hint6a", false);
uiManager.setNodeVisible("hint6aarrow", false);
}
else
{
if (!gameState_.tutorialNeedOpenTaxiScreen)
{
uiManager.setNodeVisible("hint6a", true);
uiManager.setNodeVisible("hint6aarrow", true);
}
}
if (gameState_.tutorialJournalScreenOpened)
{
uiManager.setNodeVisible("hint6b", false);
uiManager.setNodeVisible("hint6barrow", false);
}
else
{
uiManager.setNodeVisible("hint6b", true);
uiManager.setNodeVisible("hint6barrow", true);
}
if (gameState_.tutorialPhoneChatScreenOpened && gameState_.tutorialJournalScreenOpened) {
gameState_.tutorialStep = TutorialStep::Step6;
}

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@ -78,7 +78,6 @@ namespace ZL {
std::function<void(int)> onSaveGame;
std::function<void(int)> onLoadGame;
std::function<SaveSlotInfo(int)> getSlotInfoFunc;
std::function<void()> onResetGame;
// Called when a chat message bubble should be shown (text + direction)
void onChatBubbleReady(const std::string& text, bool incoming);