using System.Collections.Generic; //using Godot; public class SaveState { // Permanent one-time removals (e.g. chests, unique items) public HashSet CollectedPickups { get; set; } = new(); // Respawnables: pickupId -> unixTimeSeconds when it becomes available again public Dictionary PickupRespawnAt { get; set; } = new(); public HashSet CapturedCreatures { get; set; } = new(); //public Vector2I? LastPlayerChunk { get; set; } // optional debug, requires "using Godot;" //public int[]? LastPlayerChunk { get; set; } // [x,y] same debug as above, does not require Godot }