- Rabbits, deer and boars with procedural meshes and animated legs, a state machine (idle/wander/flee/charge/dead) and heightmap steering that avoids water, cliffs, the world edge, trees and buildings - Spawner keeps a habitat-based budget around the player (6/4/3) - Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits - Wooden spear (thrust or throw) and crude bow with draw-scaled arrows; projectiles stick in the world as saved pickups - Carcasses: E to butcher for meat, hide and embedded arrows - Boars charge and gore when hit; hurt flash and a brief healing pause - Cooked meat gives Well fed (faster stamina and healing); buffs saved - Hide cloak: wear for warmth, saved, goes in the grave on death - Feathers as meadow pickups (appended, existing save ids unchanged) - New test_creatures_combat suite; run_all.sh gets a per-suite time limit
213 lines
6.7 KiB
GDScript
213 lines
6.7 KiB
GDScript
extends Node
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## Survival stats: health, stamina, hunger (satiety) and warmth, each 0..100.
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##
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## - Hunger drains over about a day and a quarter, faster when you're cold.
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## - Warmth moves toward a target: air temperature (day/night, altitude),
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## plus heat from fires and a held torch, minus being wet.
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## - Health drains while starving or freezing, and regenerates when fed and warm.
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## - Stamina pays for sprinting, jumping and swinging, and regenerates after a
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## short pause.
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##
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## step(dt) holds all the rules, so tests can fast-forward time. In M2 this runs
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## on the server.
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signal changed
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signal died
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const MAX := 100.0
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const HUNGER_DRAIN := 100.0 / 1500.0 ## full to empty in ~1.25 in-game days
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const STAMINA_REGEN := 24.0
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const STAMINA_DELAY := 1.0
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const WET_SECONDS := 90.0
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const REST_AFTER := 20.0 ## seconds sheltered by a fire before you're Rested
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const REST_SECONDS := 300.0 ## Rested: stamina regenerates 50% faster
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var health := MAX
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var stamina := MAX
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var hunger := MAX ## satiety: 100 = full, 0 = starving
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var warmth := 70.0
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var wet := 0.0 ## seconds of "Wet" left
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var heat := 0.0 ## 0..1 from nearby fires etc (last step)
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var statuses: Array[String] = []
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var dead := false
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var roofed := false ## a roof overhead (rain can't reach you)
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var sheltered := false ## roof and walls (the weather barely reaches you)
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var rested := 0.0 ## seconds of Rested left
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var _shelter_left := 0.0
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var _rest_build := 0.0
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## Food buffs: id -> {name, left (s), stamina_regen, health_regen (multipliers)}.
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var buffs: Dictionary = {}
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var _hurt_cd := 0.0 ## no natural healing for a few seconds after a hit
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signal hurt(amount: float, from: Vector3)
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const HURT_NO_REGEN := 6.0
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var player: CharacterBody3D
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var world: Node3D
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var _stamina_wait := 0.0
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func _process(delta: float) -> void:
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if world != null and not world.menu_mode:
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step(delta)
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func step(dt: float) -> void:
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if dead:
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return
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var p := player.global_position
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heat = world.heat_at(p)
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_shelter_left -= dt
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if _shelter_left <= 0.0:
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_shelter_left = 0.25
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roofed = world.build.roofed_at(p)
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sheltered = roofed and world.build.enclosure_at(p) >= 0.74
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# Rain soaks you unless there's a roof over your head.
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if not roofed and world.weather.rain_at(p) > 0.25:
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wet = WET_SECONDS
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# Resting: a while by a fire with a roof and walls around you.
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if sheltered and heat > 0.25:
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_rest_build += dt
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if _rest_build >= REST_AFTER:
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rested = maxf(rested, REST_SECONDS)
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else:
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_rest_build = 0.0
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rested = maxf(rested - dt, 0.0)
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var wear: Dictionary = ItemDB.get_item(player.worn).get("wear", {}) if not player.worn.is_empty() else {}
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var target: float = world.air_warmth(p, sheltered) + heat * 70.0 + float(wear.get("warmth", 0.0))
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if wet > 0.0:
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target -= 22.0 * float(wear.get("wet_chill", 1.0))
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wet = maxf(wet - dt * (3.0 if heat > 0.3 else 1.0), 0.0) # fires dry you off
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target = clampf(target, 0.0, MAX)
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# Warm up faster than you cool down: getting to a fire should feel good.
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warmth = move_toward(warmth, target, (7.0 if target > warmth else 1.6) * dt)
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hunger = maxf(hunger - HUNGER_DRAIN * dt * (1.5 if warmth < 30.0 else 1.0), 0.0)
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if _stamina_wait > 0.0:
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_stamina_wait -= dt
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else:
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stamina = minf(stamina + STAMINA_REGEN * (1.5 if rested > 0.0 else 1.0) * buff_mult("stamina_regen") * dt, MAX)
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for id in buffs.keys():
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buffs[id].left -= dt
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if buffs[id].left <= 0.0:
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buffs.erase(id)
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_hurt_cd = maxf(_hurt_cd - dt, 0.0)
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var dmg := 0.0
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if hunger <= 0.0:
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dmg += 0.6
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if warmth < 12.0:
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dmg += 0.5
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if dmg > 0.0:
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health = maxf(health - dmg * dt, 0.0)
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elif hunger > 40.0 and warmth > 35.0 and _hurt_cd <= 0.0:
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health = minf(health + 0.5 * buff_mult("health_regen") * dt, MAX)
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_update_statuses()
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changed.emit()
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if health <= 0.0:
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dead = true
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died.emit()
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func _update_statuses() -> void:
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statuses.clear()
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if heat > 0.25:
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statuses.append("Warm")
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if warmth < 12.0:
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statuses.append("Freezing")
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elif warmth < 30.0:
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statuses.append("Cold")
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if hunger <= 0.0:
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statuses.append("Starving")
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elif hunger < 25.0:
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statuses.append("Hungry")
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if wet > 0.0:
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statuses.append("Wet")
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if sheltered:
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statuses.append("Sheltered")
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if rested > 0.0:
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statuses.append("Rested")
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for id in buffs:
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statuses.append("%s %d:%02d" % [buffs[id].name, int(buffs[id].left) / 60, int(buffs[id].left) % 60])
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## Spends stamina for an action. Returns false (and spends nothing) if you're
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## too tired. Continuous costs (sprinting) pass `partial = true`.
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func use_stamina(amount: float, partial: bool = false) -> bool:
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if stamina <= 0.0 or (not partial and stamina < amount * 0.5):
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return false
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stamina = maxf(stamina - amount, 0.0)
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_stamina_wait = STAMINA_DELAY
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return true
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func eat(food: Dictionary) -> void:
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hunger = minf(hunger + float(food.get("hunger", 0)), MAX)
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# Raw meat can hurt a little, but never kills you.
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health = clampf(health + float(food.get("health", 0)), minf(health, 1.0), MAX)
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if food.has("buff"):
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add_buff(food.buff)
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changed.emit()
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func soak() -> void:
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wet = WET_SECONDS
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## After a night's sleep: a little hungrier, dry, warm and rested.
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func after_sleep(seconds: float) -> void:
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hunger = maxf(hunger - HUNGER_DRAIN * seconds * 0.3, 0.0)
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wet = 0.0
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warmth = maxf(warmth, 60.0)
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stamina = MAX
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rested = REST_SECONDS * 2.0
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_update_statuses()
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changed.emit()
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func reset_after_death() -> void:
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dead = false
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health = 50.0
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stamina = MAX
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hunger = 50.0
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warmth = 60.0
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wet = 0.0
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buffs.clear()
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changed.emit()
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## Takes a hit (a boar, later wolves). Pauses natural healing briefly.
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func damage(amount: float, from: Vector3) -> void:
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if dead:
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return
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health = maxf(health - amount, 0.0)
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_hurt_cd = HURT_NO_REGEN
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hurt.emit(amount, from)
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changed.emit()
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if health <= 0.0:
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dead = true
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died.emit()
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## Multiplier from food buffs for one effect (1.0 = none). Buffs don't stack:
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## the strongest applies.
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func buff_mult(key: String) -> float:
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var m := 1.0
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for id in buffs:
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m = maxf(m, float(buffs[id].get(key, 1.0)))
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return m
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func add_buff(b: Dictionary) -> void:
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var id: String = b.get("id", "buff")
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buffs[id] = {"name": b.get("name", id), "left": float(b.get("seconds", 300.0)),
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"stamina_regen": float(b.get("stamina_regen", 1.0)), "health_regen": float(b.get("health_regen", 1.0))}
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_update_statuses()
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func to_data() -> Dictionary:
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return {"health": health, "stamina": stamina, "hunger": hunger, "warmth": warmth, "wet": wet, "rested": rested,
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"buffs": buffs.duplicate(true)}
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func load_data(d: Dictionary) -> void:
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health = float(d.get("health", health))
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stamina = float(d.get("stamina", stamina))
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hunger = float(d.get("hunger", hunger))
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warmth = float(d.get("warmth", warmth))
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wet = float(d.get("wet", 0.0))
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rested = float(d.get("rested", 0.0))
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buffs = (d.get("buffs", {}) as Dictionary).duplicate(true)
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dead = false
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changed.emit()
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