World takes in a set of initial condition info ("ICs") when constructed. We need some data class that represents this info. I think the godot::ConfigFile worked well for this in pan-gaia. To avoid introducing a GD depdency into circular (as it's explicitly RefCounted and not a variant class), we would like some lightweight analogue without ref-counting or reference to the filesystem.
What
Expose a ConfigMap class that can be mapped 1:1 to a godot::ConfigFile. You do not need to provide the method to do this, as andrija will handle it. You also do not need to implement the load_ / save_ / parse methods in ConfigFile. There are 9 methods besides this in ConfigFile's public interface.
Notes
How should this be unit tested? The unit tests for godot::ConfigFile are both related to parse/write.
World
takes in a set of initial condition info ("ICs") when constructed. We need some data class that represents this info. I think thegodot::ConfigFile
worked well for this inpan-gaia
. To avoid introducing a GD depdency intocircular
(as it's explicitlyRefCounted
and not a variant class), we would like some lightweight analogue without ref-counting or reference to the filesystem.What
Expose a
ConfigMap
class that can be mapped 1:1 to agodot::ConfigFile
. You do not need to provide the method to do this, asandrija
will handle it. You also do not need to implement theload_
/save_
/parse
methods inConfigFile
. There are 9 methods besides this inConfigFile
's public interface.Notes
godot::ConfigFile
are both related to parse/write.Well.. what should
ConfigMap
do?