using Godot; namespace WorldSim; /// /// World-state serialization (SPEC §9 amendment). /// "The world is the save file" — persistence is a first-class MVP system, /// not a Phase 4 afterthought. Baseline test: save → load → the simulation /// continues identically (round-trip). /// /// TODO(Week 4): serialize World.Nodes, Npcs (position, state, inventory, /// fatigue, health, imprint triad), Buildings, and TotalTicks to JSON at /// user://worldsim_save.json; load must rebuild identical state. /// Design note carried from DESIGN.md: when object imprint histories arrive /// (Phase 3), old imprints compress into net values + a few significant /// preserved entries — "what the world remembers in detail vs. aggregate" /// is a design decision expressed as a data policy. /// public static class SaveSystem { public static string SavePath => "user://worldsim_save.json"; public static void Save(GameManager gm) { // TODO(Week 4): implement JSON round-trip. GD.Print("[SaveSystem] Save not yet implemented."); } public static bool TryLoad(GameManager gm) { // TODO(Week 4): implement JSON round-trip. return false; } }