The rowing boat: seagrass at the tide line and resin from pines; rope, pitch, and a boat at the workbench (driftwood, rope, pitch, nails); tied up at a berth of its own at the end of the pier, one each, saved; Set sail needs the ship's compass and the Highlands aren't charted yet; online too
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@@ -177,6 +177,20 @@ func _body() -> void:
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"the server digs it up for her: the compass and the cutlass in her bag")
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await _until(func(): return world.my_id() in world.treasure.dug, 3.0)
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check(world.my_id() in world.treasure.dug and not world.treasure.mounds.has(world.my_id()), "and her mound's gone")
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print("tying up a boat, online")
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PN.ask("debug_give", ["rowing_boat", 1])
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await _until(func(): return player.inventory.count("rowing_boat") == 1, 3.0)
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var mo: Node3D = world.moorings
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var was: Vector3 = player.global_position
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await _tp(mo.post.global_position - world.pier.dir * 1.0 + Vector3(0, 0.2, 0))
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check(mo.post.interact_prompt(player).contains("Tie up your boat"), "at the mooring post with her boat")
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mo.post.interact(player)
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await _until(func(): return mo.has_boat(world.my_id()), 4.0)
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check(mo.has_boat(world.my_id()) and mo.boats.has(world.my_id()), "the server ties it up, and her game shows it at its berth")
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await _until(func(): return player.inventory.count("rowing_boat") == 0, 3.0)
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check(player.inventory.count("rowing_boat") == 0, "(out of her bag)")
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check(mo.boats[world.my_id()].interact_prompt(player).contains("Set sail"), "it's hers: [E] Set sail")
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await _tp(was + Vector3(0, 0.2, 0)) # (back up the beach, where there's room for a hut)
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await _across_lands(bob_bed, bob_bed_at)
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print("back up to the Valley")
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