M2.5: wildlife, wolves, hunting, fishing and sleeping on the server
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257
scripts/net/creature_net.gd
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257
scripts/net/creature_net.gd
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extends Node
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## Autoload "CreatureNet": the wildlife on a server (M2.5,
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## docs/MULTIPLAYER_PLAN.md §5).
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##
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## The server's world runs the animals and the wolf pack (world.gd in server
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## mode), so everyone sees the same rabbit in the same place, and a pack
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## hunts whoever it likes. Ten times a second it sends everyone:
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## - every animal and wolf, alive or a carcass: id, kind, where, facing,
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## what it's doing, its speed and health;
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## - every fishing float: whose it is, where, and whether a fish is biting.
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## Players' games show these as puppets (creature.gd, bobber.gd `puppet`):
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## they animate and can be hit or butchered (Actions sends that to the
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## server), but decide nothing. Arrows and spears in flight are sent once
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## when they're loosed and flown on each screen for show; only the server's
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## copy hits anything. Howls are sent too.
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##
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## Snapshots are unreliable (a lost one is replaced 0.1 s later). Something
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## missing from the snapshots for a second (despawned, butchered) goes.
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const Creature = preload("res://scripts/creatures/creature.gd")
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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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const SEND_INTERVAL := 0.1
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const FORGET_AFTER := 1.0
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# Server.
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var _next_cid := 1
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var _by_cid: Dictionary = {} ## cid -> creature (server)
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var _send_left := 0.0
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# Client.
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var world: Node3D
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var puppets: Dictionary = {} ## cid -> creature.gd puppet
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var floats: Dictionary = {} ## owner peer -> bobber.gd puppet
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var _seen: Dictionary = {} ## cid or "f<peer>" -> last time seen (s)
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var _root: Node3D
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var _howl_player: AudioStreamPlayer3D
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var projectiles_seen := 0 ## tests read these
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var howls_heard := 0
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# --- server ----------------------------------------------------------------------
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func _server_world() -> Node3D:
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return WorldNet.world if Net.is_server() and WorldNet.world != null and is_instance_valid(WorldNet.world) else null
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## The server's creature with id `cid`, alive or a carcass.
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func creature(cid: int) -> Node3D:
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var c: Node3D = _by_cid.get(cid)
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return c if c != null and is_instance_valid(c) and not c.is_queued_for_deletion() else null
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func _process(delta: float) -> void:
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var w := _server_world()
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if w != null:
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_server_tick(w, delta)
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elif world != null:
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_client_tick()
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func _server_tick(w: Node3D, delta: float) -> void:
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if not w.launched.is_connected(_on_launched):
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w.launched.connect(_on_launched)
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_send_left -= delta
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if _send_left > 0.0:
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return
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_send_left = SEND_INTERVAL
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var all: Array = []
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_by_cid.clear()
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for group in ["creature", "carcass"]:
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for c in w.get_tree().get_nodes_in_group(group):
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if not c.has_meta("cid"):
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c.set_meta("cid", _next_cid)
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_next_cid += 1
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_by_cid[int(c.get_meta("cid"))] = c
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all.append(c)
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var fl: Array = []
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for p in w.bobbers:
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var b: Node3D = w.bobbers[p]
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if is_instance_valid(b) and is_instance_valid(p):
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fl.append([int(p.peer), b.global_position, b.state])
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if all.is_empty() and fl.is_empty():
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return
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# Packed tight and split, so no packet goes over the MTU (a lost
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# fragment loses the whole unreliable packet).
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var i := 0
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while i < maxi(all.size(), 1):
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var chunk := PackedByteArray()
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chunk.resize(mini(PER_PACKET, all.size() - i) * ENTRY)
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var o := 0
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for c in all.slice(i, i + PER_PACKET):
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_encode(chunk, o, c)
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o += ENTRY
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for peer in WorldNet._ready_peers:
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_s2c_life.rpc_id(peer, chunk, fl if i == 0 else [])
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i += PER_PACKET
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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"]
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const STATE_IDS := ["idle", "wander", "flee", "charge", "dead", "rest", "alert", "stalk", "lunge", "retreat", "home", "defend"]
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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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buf.encode_u32(o, int(c.get_meta("cid")))
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buf.encode_u8(o + 4, maxi(KIND_IDS.find(c.kind), 0))
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buf.encode_u8(o + 5, maxi(STATE_IDS.find(c.state), 0))
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var p: Vector3 = c.global_position
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buf.encode_float(o + 6, p.x)
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buf.encode_float(o + 10, p.y)
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buf.encode_float(o + 14, p.z)
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buf.encode_u16(o + 18, int(fposmod(c.yaw, TAU) / TAU * 65535.0))
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buf.encode_u8(o + 20, clampi(int(c.speed * 20.0), 0, 255))
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buf.encode_u16(o + 21, clampi(int(c.hp * 100.0), 0, 65535))
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static func _decode(buf: PackedByteArray, o: int) -> Array:
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return [buf.decode_u32(o), KIND_IDS[mini(buf.decode_u8(o + 4), KIND_IDS.size() - 1)],
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Vector3(buf.decode_float(o + 6), buf.decode_float(o + 10), buf.decode_float(o + 14)),
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buf.decode_u16(o + 18) / 65535.0 * TAU, STATE_IDS[mini(buf.decode_u8(o + 5), STATE_IDS.size() - 1)],
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buf.decode_u8(o + 20) / 20.0, buf.decode_u16(o + 21) / 100.0]
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func _on_launched(id: String, origin: Vector3, vel: Vector3, shooter: Node3D) -> void:
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var by := int(shooter.peer) if shooter != null and is_instance_valid(shooter) and shooter.get("peer") != null else 0
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for peer in WorldNet._ready_peers:
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_s2c_launched.rpc_id(peer, id, origin, vel, by)
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## The pack howls (wolf_pack.gd): everyone hears it, from where it is.
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func howl(at: Vector3) -> void:
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for peer in WorldNet._ready_peers:
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_s2c_howl.rpc_id(peer, at)
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# --- client ----------------------------------------------------------------------
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func join_world(w: Node3D) -> void:
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world = w
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puppets.clear()
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floats.clear()
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_seen.clear()
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projectiles_seen = 0
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howls_heard = 0
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_root = Node3D.new()
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_root.name = "NetCreatures"
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w.add_child(_root)
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func leave_world() -> void:
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if not Net.is_server():
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world = null
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puppets.clear()
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floats.clear()
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_root = null
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static func _now() -> float:
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return Time.get_ticks_msec() / 1000.0
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func _alive_world() -> bool:
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return world != null and is_instance_valid(world) and _root != null and is_instance_valid(_root)
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## Anything the server has stopped sending goes.
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func _client_tick() -> void:
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if not _alive_world():
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return
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var now := _now()
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for cid in puppets.keys():
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if now - float(_seen.get(cid, 0.0)) > FORGET_AFTER:
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var c: Variant = puppets[cid]
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puppets.erase(cid)
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if is_instance_valid(c):
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(c as Node).queue_free()
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for peer in floats.keys():
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if now - float(_seen.get("f%d" % peer, 0.0)) > FORGET_AFTER * 0.6:
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_drop_float(peer)
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func _drop_float(peer: int) -> void:
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var b: Variant = floats.get(peer) # (may already be freed: untyped)
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floats.erase(peer)
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if is_instance_valid(b):
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(b as Node).queue_free()
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if peer == Net.local_peer and world != null and is_instance_valid(world):
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world.bobber = null
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@rpc("authority", "call_remote", "unreliable_ordered")
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func _s2c_life(packed: PackedByteArray, fl: Array) -> void:
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if not _alive_world():
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return
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var now := _now()
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var list: Array = []
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for o in range(0, packed.size() - ENTRY + 1, ENTRY):
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list.append(_decode(packed, o))
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for e in list:
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var cid := int(e[0])
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var kind := String(e[1])
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if not Creature.KINDS.has(kind):
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continue
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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 = Creature.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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c.yaw = float(e[3])
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_root.add_child(c)
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c.global_position = e[2]
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c.rotation.y = c.yaw
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puppets[cid] = c
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c.net_update(e[2], float(e[3]), String(e[4]), float(e[5]), float(e[6]))
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_seen[cid] = now
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for f in fl:
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_float_update(int(f[0]), f[1], String(f[2]))
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_seen["f%d" % int(f[0])] = now
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func _float_update(peer: int, pos: Vector3, state: String) -> void:
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var got: Variant = floats.get(peer)
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var b: Node3D = got if is_instance_valid(got) else null
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if b == null:
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b = Bobber.new()
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b.puppet = true
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b.setup(world, world.player, pos, Vector3.ZERO, 0)
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_root.add_child(b)
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floats[peer] = b
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if peer == Net.local_peer:
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world.bobber = b # hands.gd: the prompt, the line from our rod
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b.global_position = pos
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b.state = state
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if peer != Net.local_peer:
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# Someone else's line: from about where their rod would be.
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var av: Node3D = world.net_sync.avatars.get(peer) if world.net_sync != null else null
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if av != null and is_instance_valid(av):
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b.tip = av.global_position + Vector3(0, 1.5, 0) + (-av.global_basis.z) * 0.8
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else:
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b.tip = pos + Vector3(0, 0.1, 0)
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@rpc("authority", "call_remote", "reliable")
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func _s2c_launched(id: String, origin: Vector3, vel: Vector3, by: int) -> void:
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if not _alive_world():
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return
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projectiles_seen += 1
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var pr: Node3D = Projectile.new()
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pr.visual = true
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pr.setup(id, world, origin, vel, 0.0, world.player if by == Net.local_peer else null)
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_root.add_child(pr)
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@rpc("authority", "call_remote", "reliable")
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func _s2c_howl(at: Vector3) -> void:
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if not _alive_world():
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return
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howls_heard += 1
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if DisplayServer.get_name() == "headless":
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return
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if _howl_player == null or not is_instance_valid(_howl_player):
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_howl_player = AudioStreamPlayer3D.new()
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_howl_player.stream = WolfPack.howl_stream()
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_howl_player.unit_size = 30.0
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_howl_player.max_distance = 400.0
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_howl_player.volume_db = 2.0
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_root.add_child(_howl_player)
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_howl_player.global_position = at
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_howl_player.pitch_scale = randf_range(0.9, 1.1)
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_howl_player.play()
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