210 lines
7.4 KiB
GDScript
210 lines
7.4 KiB
GDScript
extends Node3D
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## The pirate treasure (0.6.0, docs/WORLDLETS_DESIGN.md §5). Each player's
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## treasure map (the wreck's sea chest) has its own X (world.treasure_spot).
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## While you carry your map, a mound of loose earth by a marker stone shows
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## at your X (only to you); a pickaxe digs it, and the pirate chest comes up:
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## a ship's compass, a spyglass, a cutlass and pirate gold. The map's used up.
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## Once for each player.
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##
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## The drowned crew guard it: digging at night brings them up round you on
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## the first blow; by day they rise as the chest comes up. They're the Cove's
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## barrow guards (guard.gd, kind "drowned", at a crew_site.gd).
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##
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## Single-player, all here. Online, the server keeps whose treasure's been
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## dug and how far, gives the loot and runs the crew; your game only shows
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## your own mound and asks the server to dig it.
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const MoundScript = preload("res://scripts/world/treasure_mound.gd")
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const CrewSite = preload("res://scripts/world/crew_site.gd")
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const GuardScript = preload("res://scripts/creatures/guard.gd")
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const RockPile = preload("res://scripts/world/rock_pile.gd")
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const ProcMesh = preload("res://scripts/world/proc_mesh.gd")
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const LOOT := {"ship_compass": 1, "spyglass": 1, "cutlass": 1, "pirate_gold": 3}
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const CREW := 3
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const DIG_HP := 18.0
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var world: Node3D
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var dug: Array = [] ## the player ids whose treasure's been dug up
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var left: Dictionary = {} ## player id -> what's left of their mound (dug a bit)
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var mounds: Dictionary = {} ## player id -> treasure_mound.gd
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var crews: Dictionary = {} ## player id -> crew_site.gd, while they're up
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var force_crew := false ## (tests) raise the crew even with creatures off
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var _look_left := 0.0
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func setup(w: Node3D) -> bool:
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world = w
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if w.wreck == null:
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return false
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Actions.harvested.connect(_on_harvested)
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add_to_group("treasure")
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return true
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# --- the mounds ---------------------------------------------------------------------
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## Player `id`'s mound (made if need be), or null if theirs is dug or they
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## have no X here.
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func mound_for(id: String) -> StaticBody3D:
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if id in dug:
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return null
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if mounds.has(id) and is_instance_valid(mounds[id]):
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return mounds[id]
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var at: Vector3 = world.treasure_spot(id)
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if at == Vector3.INF:
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return null
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var m: StaticBody3D = MoundScript.new()
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m.name = "Mound_%s" % id.substr(0, 8)
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m.treasure = self
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m.owner_id = id
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m.uid = "treasure:" + id
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m.max_hp = DIG_HP
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m.hp = clampf(float(left.get(id, DIG_HP)), 0.5, DIG_HP)
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m.collision_layer = 1
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m.add_to_group("harvestable")
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var cs := CollisionShape3D.new()
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var box := BoxShape3D.new()
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box.size = Vector3(1.6, 0.6, 1.6)
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cs.shape = box
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cs.position = Vector3(0, 0.2, 0)
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m.add_child(cs)
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if not world.server_mode:
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_dress(m, id)
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add_child(m)
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m.global_position = at
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mounds[id] = m
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return m
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## How a mound looks: loose earth, a marker stone, two sticks crossed in it.
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func _dress(m: Node3D, id: String) -> void:
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var st := ProcMesh._begin()
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var r := RandomNumberGenerator.new()
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r.seed = hash(id)
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var n := FastNoiseLite.new()
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n.seed = hash(id) % 1000
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n.frequency = 1.5
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ProcMesh._blob(st, Vector3(0, 0.05, 0), Vector3(0.9, 0.28, 0.8), n, 0.3, Color(0.34, 0.25, 0.16), r, 0)
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ProcMesh._cylinder(st, Vector3(-0.25, 0.1, -0.25), Vector3(0.25, 0.7, 0.25), 0.03, 0.025, 4, Color(0.4, 0.3, 0.18), r)
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ProcMesh._cylinder(st, Vector3(0.25, 0.1, -0.25), Vector3(-0.25, 0.7, 0.25), 0.03, 0.025, 4, Color(0.4, 0.3, 0.18), r)
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var mi := MeshInstance3D.new()
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mi.mesh = ProcMesh._commit(st)
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var mat := StandardMaterial3D.new()
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mat.vertex_color_use_as_albedo = true
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mat.vertex_color_is_srgb = true
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mat.roughness = 1.0
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mi.material_override = mat
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m.add_child(mi)
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RockPile.add(m, null, hash(id) % 997, Vector3(1.3, 0.35, 0.2), Vector3(0.35, 0.8, 0.3), 0.6, RockPile.material(world.terrain), true)
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## (Your game) your mound shows while you carry your map and it's not dug.
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func _process(delta: float) -> void:
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if world.server_mode:
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return
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_look_left -= delta
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if _look_left > 0.0:
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return
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_look_left = 0.5
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var me: String = world.my_id()
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var want: bool = not me in dug and world.player.inventory.count("treasure_map") > 0
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if want:
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mound_for(me)
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elif mounds.has(me) and is_instance_valid(mounds[me]):
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mounds[me].queue_free()
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mounds.erase(me)
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# --- digging ------------------------------------------------------------------------
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## A blow on a mound (treasure_mound.gd): remembered, and at night the first
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## one brings the crew up.
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func mound_hit(m: Node) -> void:
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left[m.owner_id] = m.hp
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if Net.is_server():
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WorldNet.treasure_state(to_data())
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if _night() and not crews.has(m.owner_id):
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_raise_crew(m.owner_id, m.global_position)
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func _on_harvested(p: Node, node: Node, felled: bool) -> void:
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if not felled or node == null or node.get_script() != MoundScript or node.treasure != self:
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return
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_dug_up(p, String(node.owner_id), node.global_position)
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## The chest comes up: the loot for the player who dug it, the map used up.
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func _dug_up(p: Node, id: String, at: Vector3) -> void:
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if id in dug:
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return
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dug.append(id)
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left.erase(id)
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if mounds.has(id) and is_instance_valid(mounds[id]):
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mounds[id].queue_free()
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mounds.erase(id)
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p.inventory.remove("treasure_map", 1)
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var spilled := false
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for item in LOOT:
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var rest: int = p.inventory.add(item, int(LOOT[item]))
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if rest > 0:
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spilled = true
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world.drop_item(item, rest, Transform3D(Basis(), at + Vector3(0, 0.3, 0)))
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Actions.tell(p, "The pirate chest! A ship's compass, a spyglass, a cutlass and %d pirate gold%s" % [
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int(LOOT.pirate_gold), " (some at your feet: your bag's full)" if spilled else ""])
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Sfx.at("door_open", at)
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if not crews.has(id):
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_raise_crew(id, at)
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if crews.has(id):
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Actions.tell(p, "Something's clawing its way up out of the ground...")
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if Net.is_server():
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WorldNet.treasure_state(to_data())
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func _night() -> bool:
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var h: float = world.day_night.hours()
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return h >= 19.5 or h < 5.5
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## The drowned crew rise round `at` (where creatures run: here alone, or the
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## server; not with --no-creatures, unless a test asks).
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func _raise_crew(id: String, at: Vector3) -> void:
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if world.is_online():
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return
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var running: bool = force_crew or (not "--no-creatures" in OS.get_cmdline_user_args() \
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and (world.server_mode or world.creatures.enabled))
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if not running:
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return
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var site: Node3D = CrewSite.new()
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site.name = "Crew_%s" % id.substr(0, 8)
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site.world = world
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site.spot = at
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add_child(site)
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var t: Node3D = world.terrain
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for i in range(CREW):
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var a := TAU * i / CREW + float(hash(id) % 100) * 0.06
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var post := at + Vector3(cos(a), 0, sin(a)) * 5.0
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post.y = t.sample_height(post.x, post.z)
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var g: AnimatableBody3D = GuardScript.new()
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g.setup("drowned", world, post, hash(id) % 10000 + i)
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g.barrow = site
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g.post = post
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g.post_yaw = atan2(-(at - post).x, -(at - post).z)
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g.state = "charge"
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g.yaw = g.post_yaw
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g.rotation.y = g.yaw
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g.top_level = true
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site.add_child(g)
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g.global_position = post
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site.crew.append(g)
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crews[id] = site
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site.tree_exited.connect(func(): crews.erase(id))
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# --- saving ------------------------------------------------------------------------
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func to_data() -> Dictionary:
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return {"dug": dug.duplicate(), "left": left.duplicate()}
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func load_data(d: Dictionary) -> void:
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dug = (d.get("dug", []) as Array).duplicate()
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left = (d.get("left", {}) as Dictionary).duplicate()
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for id in mounds.keys():
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var m: Node = mounds[id]
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if not is_instance_valid(m):
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mounds.erase(id)
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elif id in dug:
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m.queue_free()
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mounds.erase(id)
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else:
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m.hp = clampf(float(left.get(id, DIG_HP)), 0.5, DIG_HP)
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