P3 thieves and barrow: crows and foxes steal food left out; the barrow with its guards, coffin loot and key pieces; blunt club vs bone (protocol 10)
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@@ -19,6 +19,8 @@ extends Node
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const Creature = preload("res://scripts/creatures/creature.gd")
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const BearScript = preload("res://scripts/creatures/bear.gd")
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const CrowScript = preload("res://scripts/creatures/crow.gd")
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const GuardScript = preload("res://scripts/creatures/guard.gd") # (falls apart in its own way)
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const Bobber = preload("res://scripts/fishing/bobber.gd")
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const Projectile = preload("res://scripts/creatures/projectile.gd")
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const WolfPack = preload("res://scripts/creatures/wolf_pack.gd")
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@@ -96,9 +98,9 @@ func _server_tick(w: Node3D, delta: float) -> void:
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const PER_PACKET := 40
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const ENTRY := 23
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const KIND_IDS := ["rabbit", "deer", "boar", "wolf", "alpha", "bear"]
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const KIND_IDS := ["rabbit", "deer", "boar", "wolf", "alpha", "bear", "crow", "fox", "guard"]
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const STATE_IDS := ["idle", "wander", "flee", "charge", "dead", "rest", "alert", "stalk", "lunge", "retreat", "home", "defend", "bash",
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"warn", "raid", "eat"]
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"warn", "raid", "eat", "fly", "fly_off", "peck", "sneak", "carry"]
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## One creature in 23 bytes: id, kind, state, position, facing, speed, health.
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static func _encode(buf: PackedByteArray, o: int, c: Node3D) -> void:
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@@ -194,7 +196,9 @@ func _s2c_life(packed: PackedByteArray, fl: Array) -> void:
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var got: Variant = puppets.get(cid)
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var c: Node3D = got if is_instance_valid(got) else null
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if c == null:
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c = BearScript.new() if kind == "bear" else Creature.new() # (the bear rears up when it warns you)
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# (Kinds with their own look: the bear rears up, a crow flaps.)
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var script: Script = {"bear": BearScript, "crow": CrowScript, "guard": GuardScript}.get(kind, Creature)
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c = script.new()
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c.puppet = true
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c.setup(kind, world, e[2], cid)
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c.set_meta("cid", cid)
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@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
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const Identity = preload("res://scripts/net/identity.gd")
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const ServerConfig = preload("res://scripts/net/server_config.gd")
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const PROTOCOL := 8 ## 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors; 8: the bear (P3)
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const PROTOCOL := 10 ## 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors; 8: the bear; 9: crows and foxes; 10: the barrow (P3)
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const DEFAULT_PORT := 24242
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const HANDSHAKE_TIMEOUT := 10.0
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const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
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@@ -324,6 +324,9 @@ func _run(p: Node3D, what: String, a: Array) -> void:
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if d != null and d.get("open") != null and _allowed(Rules.use_problem(p.player_id, d)) \
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and Actions.toggle_door(p, d):
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WorldNet.piece_state(d)
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"barrow_loot":
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if w.barrow != null:
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Actions.loot_barrow(p, w.barrow)
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"door_repair":
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var d := WorldNet.piece(_i(a, 0))
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if d != null and d.get("broken") != null and _allowed(Rules.use_problem(p.player_id, d)) \
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@@ -426,7 +429,7 @@ func _run(p: Node3D, what: String, a: Array) -> void:
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for m in w.get_tree().get_nodes_in_group("processor"):
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m.step(float(a[0]) if a.size() > 0 and (a[0] is float or a[0] is int) else 60.0)
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"debug_spawn":
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if cheats and Creature.KINDS.has(_s(a, 0)) and not (_s(a, 0) in ["wolf", "alpha", "bear"]) and _v(a, 1).is_finite():
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if cheats and Creature.KINDS.has(_s(a, 0)) and not (_s(a, 0) in ["wolf", "alpha", "bear", "crow", "fox", "guard"]) and _v(a, 1).is_finite():
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w.creatures.spawn(_s(a, 0), _v(a, 1))
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"debug_time":
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if cheats:
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