extends Node class_name Game static var currentSave : String @export var current_scene: DialogueScene ## check if event in events list static func has_event_data(event: String) -> bool: # change to this when save system set up # var eventFile : FileAccess = FileAccess.open("user://Saves/"+currentSave+"/events.txt", FileAccess.READ) # for testing: var eventFile : FileAccess = FileAccess.open("res://test_data/events.txt", FileAccess.READ) while (!eventFile.eof_reached()): var content :String = eventFile.get_line().strip_edges() if content == event: eventFile.close() return true eventFile.close() return false ## check if all events in events list static func has_all_events_data(events: Array[String]) -> bool: if events.is_empty(): return true; # change to this when save system set up # var eventFile : FileAccess = FileAccess.open("user://Saves/"+currentSave+"/events.txt", FileAccess.READ) # for testing: var eventFile : FileAccess = FileAccess.open("res://test_data/events.txt", FileAccess.READ) var events2 = events while (!eventFile.eof_reached()): var content :String = eventFile.get_line().strip_edges() if events2.has(content): events2.erase(content) if events2.is_empty(): eventFile.close() return true eventFile.close() return false static func log_event_data(event: String) -> void: ## change to this when save system set up # var eventFile : FileAccess = FileAccess.open("user://Saves/"+currentSave+"/events.txt", FileAccess.READ) ## for testing: var eventFile : FileAccess = FileAccess.open("res://test_data/events.txt", FileAccess.READ_WRITE) eventFile.seek_end() eventFile.store_line(event) eventFile.close() func _ready() -> void: add_child(await DialogueEncounter.new(self.dialogue_scene))