Files
Cinderwild/scripts/world/treasure_mound.gd

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1.0 KiB
GDScript

extends StaticBody3D
## Your X, on the ground (treasure.gd): a mound of loose earth by a marker
## stone, with two sticks crossed in it. It answers like a boulder does
## (Actions.harvest_hit), so a pickaxe digs it; the treasure decides the rest.
var treasure: Node3D
var owner_id := ""
var uid := ""
var tool_kind := "pickaxe"
var min_tier := 1
var max_hp := 18.0
var hp := 18.0
var depleted := false
var kind := "rock"
var chip_color := Color(0.36, 0.27, 0.18)
func display_name() -> String:
return "Loose earth"
func refusal() -> String:
return ""
func interact_prompt(_player: Node) -> String:
return "Loose earth by a marker stone: X marks the spot. [LMB] Dig with a pickaxe (about %d blows left)" % ceili(hp)
func interact(player: Node) -> void:
Actions.tell(player, interact_prompt(player))
## One blow (from Actions.harvest_hit).
func hit(damage: float, _at: Vector3, _from: Vector3) -> Dictionary:
hp = maxf(hp - damage, 0.0)
treasure.mound_hit(self)
if hp <= 0.0 and not depleted:
depleted = true
return {}