var key = self.key / achievement.key
if game.store.has_key(key) then return
stats.inc("achievements")
- achievement.save_in(self)
+ achievement.save_in(self.key)
save
end
redef class GameEntity
# Saves `event` in `self`.
- fun add_event(event: GameEvent) do event.save_in(self)
+ fun add_event(event: GameEvent) do event.save_in(self.key)
# List all events registered in this entity.
#
# Date are stored under `self.key`.
fun save do game.store.store_object(key, to_json)
- # Saves `self` state into `target` key data.
+ # Saves `self` state under `key` data.
#
- # Data are stored under `target.key / self.key`.
- fun save_in(target: GameEntity) do
- game.store.store_object(target.key / key, to_json)
+ # Data are stored under `key / self.key`.
+ fun save_in(key: String) do
+ game.store.store_object(key / self.key, to_json)
end
# Json representation of `self`.