M2.5: wildlife, wolves, hunting, fishing and sleeping on the server
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@@ -107,16 +107,19 @@ func step(dt: float) -> void:
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if not night and alive_count() < pack_size(day):
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fill_den(false)
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_gap = maxf(_gap - dt, 0.0)
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for t in _gaps.keys():
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_gaps[t] = maxf(float(_gaps[t]) - dt, 0.0)
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if not is_instance_valid(t):
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_gaps.erase(t)
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_circle_a += dt * 0.25
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if _lunger != null and (not is_instance_valid(_lunger) or _lunger.is_dead() or _lunger.state != "lunge"):
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_lunger = null
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# At dawn wolves head home; once one is well away from you (out of sight),
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# it slips straight back rather than picking its way across the island.
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if mode == "den":
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var pp: Vector3 = world.player.global_position
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for m in alive():
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if m.global_position.distance_to(den_pos) > 6.0 and m.global_position.distance_to(pp) > 45.0 \
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and pp.distance_to(den_pos) > 35.0:
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if m.global_position.distance_to(den_pos) > 6.0 and _far_from_everyone(m.global_position, 45.0) \
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and _far_from_everyone(den_pos, 35.0):
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m.global_position = den.slot_pos(m.slot)
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m.wounded = false
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m.state = "rest"
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@@ -146,9 +149,9 @@ func _warn(day: int) -> void:
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return
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_warned[day] = true
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if day == DEN_DAY:
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Actions.notify.emit("Wolves are howling up in the hills. They'll come hunting soon.")
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Actions.tell_all("Wolves are howling up in the hills. They'll come hunting soon.")
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elif day == HUNT_DAY:
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Actions.notify.emit("The wolves are hunting tonight. Stay near a fire or behind closed walls.")
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Actions.tell_all("The wolves are hunting tonight. Stay near a fire or behind closed walls.")
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_howl_left = _rng.randf_range(2.0, 6.0)
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## Brings the pack up to size, wolves lying in the den. `force` ignores
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@@ -157,7 +160,7 @@ func fill_den(force: bool) -> void:
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var need: int = pack_size(effective_day()) - alive_count()
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if need <= 0:
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return
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if not force and world.player.global_position.distance_to(den_pos) < 35.0:
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if not force and not _far_from_everyone(den_pos, 35.0):
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return
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members = alive()
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var used := {}
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@@ -181,44 +184,119 @@ func fill_den(force: bool) -> void:
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func home_slot(w: Node) -> Vector3:
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return den.slot_pos(w.slot)
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## The lit campfire you're sheltering by, if any.
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func player_fire() -> Node3D:
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var pp: Vector3 = world.player.global_position
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func _far_from_everyone(pos: Vector3, r: float) -> bool:
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for p in world.players():
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if p.global_position.distance_to(pos) < r:
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return false
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return true
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# --- who the pack goes after ----------------------------------------------------
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# In single-player that's you. On a server the pack splits between the
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# players it's hunting: wolf 1 takes the first, wolf 2 the second, and so on,
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# preferring players away from a fire (you can't be got at by a fire, so
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# they'd rather go for someone who isn't). Each target gets their own circle
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# and their own one-wolf-at-a-time darts.
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var _targets: Array = []
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var _target_t := 0.0
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## Who wolf `w` is after right now (null: nobody about).
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func target_for(w: Node) -> Node3D:
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if not world.server_mode:
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return world.player
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if mode != "hunt":
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return world.nearest_player((w as Node3D).global_position)
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_refresh_targets()
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if _targets.is_empty():
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return null
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var i := alive().find(w)
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return _targets[maxi(i, 0) % _targets.size()]
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## Players worth hunting, nearest the den first: those away from a fire if
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## there are any, otherwise everyone (they'll circle the fire).
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func _refresh_targets() -> void:
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var now := Time.get_ticks_msec() / 1000.0
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if now - _target_t < 1.0 and _targets.all(func(p): return is_instance_valid(p) and not p.survival.dead):
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return
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_target_t = now
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var everyone: Array = world.players()
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var open := everyone.filter(func(p): return fire_near(p) == null)
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_targets = open if not open.is_empty() else everyone
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_targets.sort_custom(func(a, b): return a.global_position.distance_to(den_pos) < b.global_position.distance_to(den_pos))
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func _p(p: Node3D) -> Node3D:
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return p if p != null else world.player
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## The lit campfire `p` is sheltering by, if any.
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func fire_near(p: Node3D) -> Node3D:
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var pp: Vector3 = _p(p).global_position
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for f in get_tree().get_nodes_in_group("station:campfire"):
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if f.station_active() and (f as Node3D).global_position.distance_to(pp) < FIRE_SAFE:
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return f
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return null
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func _torch() -> bool:
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return world.player.hands != null and world.player.hands.held_heat() > 0.0
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## (Single-player name, used by tests.)
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func player_fire() -> Node3D:
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return fire_near(world.player)
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func _torch(p: Node3D = null) -> bool:
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var who := _p(p)
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return who.get("hands") != null and who.hands.held_heat() > 0.0
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## Wolves only close in when you're away from a fire.
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func may_close_in() -> bool:
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return player_fire() == null and not world.player.survival.dead
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func may_close_in(p: Node3D = null) -> bool:
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return fire_near(p) == null and not _p(p).survival.dead
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## The wolves going after the same player as `w`.
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func _hunting_with(w: Node) -> Array:
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var t := target_for(w)
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return alive().filter(func(m): return target_for(m) == t)
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## Where wolf `w` should be while circling.
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func circle_point(w: Node) -> Vector3:
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var fire := player_fire()
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var center: Vector3 = fire.global_position if fire != null else world.player.global_position
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var r := FIRE_RING if fire != null else RING * (1.3 if _torch() else 1.0)
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var live := alive()
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var n := maxi(live.size(), 1)
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var a := _circle_a + TAU * float(live.find(w)) / n
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var t := _p(target_for(w))
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var fire := fire_near(t)
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var center: Vector3 = fire.global_position if fire != null else t.global_position
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var r := FIRE_RING if fire != null else RING * (1.3 if _torch(t) else 1.0)
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var group := _hunting_with(w)
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var n := maxi(group.size(), 1)
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var a := _circle_a + TAU * float(maxi(group.find(w), 0)) / n
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return center + Vector3(cos(a), 0, sin(a)) * r
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## A wolf asks for its turn to dart in.
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func request_lunge(w: Node) -> bool:
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if _lunger != null or _gap > 0.0 or not may_close_in() or alive_count() < 2:
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return false
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if w.global_position.distance_to(world.player.global_position) > RING * 1.8:
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## Darting in: one wolf at a time per player being hunted.
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var _lungers: Dictionary = {} ## target -> wolf
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var _gaps: Dictionary = {} ## target -> seconds until the next dart
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## A wolf asks for its turn to dart in at `p`.
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func request_lunge(w: Node, p: Node3D = null) -> bool:
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var t := _p(p)
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if not world.server_mode:
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if _lunger != null or _gap > 0.0 or not may_close_in(t) or alive_count() < 2:
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return false
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else:
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var cur: Node = _lungers.get(t)
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if cur != null and is_instance_valid(cur) and not cur.is_dead() and cur.state == "lunge":
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return false
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if float(_gaps.get(t, 0.0)) > 0.0 or not may_close_in(t) or alive_count() < 2:
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return false
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if w.global_position.distance_to(t.global_position) > RING * 1.8:
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return false
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_lunger = w
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_lungers[t] = w
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return true
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func lunge_done(w: Node) -> void:
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if _lunger == w:
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_lunger = null
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_gap = ATTACK_GAP * (2.5 if _torch() else 1.0) * _rng.randf_range(0.8, 1.3)
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if not world.server_mode:
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_gap = ATTACK_GAP * (2.5 if _torch() else 1.0) * _rng.randf_range(0.8, 1.3)
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return
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var t: Node3D = target_for(w) if w != null and is_instance_valid(w) else null
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for k in _lungers.keys():
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if _lungers[k] == w:
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_lungers.erase(k)
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if t != null:
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_gaps[t] = ATTACK_GAP * (2.5 if _torch(t) else 1.0) * _rng.randf_range(0.8, 1.3)
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## A wolf was hit: the whole pack turns on you.
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func alert(_from: Vector3) -> void:
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@@ -227,7 +305,12 @@ func alert(_from: Vector3) -> void:
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func howl() -> void:
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var live := alive()
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if _audio == null or live.is_empty():
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if live.is_empty():
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return
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if world.server_mode:
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CreatureNet.howl((live[0] as Node3D).global_position + Vector3(0, 1, 0)) # everyone hears it
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return
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if _audio == null:
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return
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_audio.global_position = (live[0] as Node3D).global_position + Vector3(0, 1, 0)
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_audio.pitch_scale = _rng.randf_range(0.9, 1.1)
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