- Seeded weather (clear/cloudy/rain/storm, snow and blizzards on cold days and above the snowline), lightning, synthesised rain/wind/thunder sound - Rain/snow particles stopped by roofs; wet ground, settled snow and wind via global shader uniforms - Snap-together wood floor, wall, door, roof and gable with structural support, collapse and X to dismantle - Shelter detection: dry under a roof, warmer and Rested inside with a fire; rain burns an uncovered campfire faster - Bed sets the spawn point and lets you sleep through the night - Trees, boulders and ground pickups regrow; timers saved - Grass cleared under floors; shorter HUD hint - New test_weather_building suite (62 checks) and tests/run_all.sh, which also fails on script errors
243 lines
8.5 KiB
GDScript
243 lines
8.5 KiB
GDScript
extends Node3D
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## The player's hands: what you're looking at, what you're holding, and what
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## clicking does. Lives under the camera.
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##
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## - Looking at something interactable shows its prompt (E to interact).
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## - LMB with a tool swings it; the hit lands mid-swing via Actions.harvest_hit.
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## - Holding a placeable shows a ghost preview: green = valid, red = blocked.
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## R rotates, LMB places (Actions.place).
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## - Keys 1-8 / mouse wheel pick the hotbar slot.
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signal prompt_changed(text: String)
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const Campfire = preload("res://scripts/building/campfire.gd")
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const BuildPiece = preload("res://scripts/building/build_piece.gd")
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const REACH := 3.2
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const PLACE_REACH := 6.0
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const SWING_TIME := 0.5
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var player: CharacterBody3D
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var _ray: RayCast3D
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var _view: MeshInstance3D ## held item, first-person
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var _view_rest := Transform3D()
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var _swing_cd := 0.0
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var _ghost: MeshInstance3D
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var _ghost_ok_mat: StandardMaterial3D
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var _ghost_bad_mat: StandardMaterial3D
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var _ghost_yaw := 0.0
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var _place_xf := Transform3D()
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var _place_ok := false
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var _place_reason := ""
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var _prompt := ""
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var _held_shown := "~"
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var _torch_light: OmniLight3D
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var _torch_flame: CPUParticles3D
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var _t := 0.0
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func _ready() -> void:
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_ray = RayCast3D.new()
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_ray.target_position = Vector3(0, 0, -REACH)
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_ray.collision_mask = 1 | 2
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_ray.collide_with_areas = true
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_ray.add_exception(player)
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add_child(_ray)
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_view = MeshInstance3D.new()
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_view.material_override = ItemDB.item_material()
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_view.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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_view_rest = Transform3D(Basis.from_euler(Vector3(deg_to_rad(-25), deg_to_rad(-10), deg_to_rad(-20))), Vector3(0.36, -0.42, -0.62))
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_view.transform = _view_rest
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add_child(_view)
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_ghost_ok_mat = _ghost_material(Color(0.3, 1.0, 0.4, 0.45))
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_ghost_bad_mat = _ghost_material(Color(1.0, 0.25, 0.2, 0.45))
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_ghost = MeshInstance3D.new()
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_ghost.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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_ghost.visible = false
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_ghost.top_level = true
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add_child(_ghost)
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_torch_light = OmniLight3D.new()
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_torch_light.light_color = Color(1.0, 0.65, 0.35)
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_torch_light.omni_attenuation = 1.3
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_torch_light.shadow_enabled = true
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_torch_light.position = Vector3(0, 0.62, 0)
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_torch_light.visible = false
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_view.add_child(_torch_light)
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_torch_flame = Campfire._particles(
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"TorchFlame", 14, 0.4, Vector3(0, 0.58, 0), 0.2, 0.5, 0.25, 0.5,
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Campfire._gradient([
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[0.0, Color(1.0, 0.8, 0.35, 0.0)], [0.2, Color(1.0, 0.6, 0.2, 0.8)], [1.0, Color(0.6, 0.1, 0.02, 0.0)]]),
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true, 0.12, 0.03)
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_torch_flame.local_coords = false
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_torch_flame.emitting = false
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_view.add_child(_torch_flame)
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player.inventory.changed.connect(_refresh_held)
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player.selected_changed.connect(_refresh_held)
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_refresh_held()
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static func _ghost_material(c: Color) -> StandardMaterial3D:
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var m := StandardMaterial3D.new()
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m.albedo_color = c
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m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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m.no_depth_test = false
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return m
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func _held_def() -> Dictionary:
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return ItemDB.get_item(player.held_item_id())
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func _refresh_held() -> void:
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var id: String = player.held_item_id()
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if id == _held_shown:
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return
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_held_shown = id
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var def := _held_def()
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_view.visible = not id.is_empty() and not def.has("place")
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if _view.visible:
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_view.mesh = ItemDB.mesh_for(id)
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var s := 0.85 if def.category in ["tool", "weapon"] else 0.6
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_view.scale = Vector3.ONE * s
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if def.has("place"):
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_ghost.mesh = ItemDB.mesh_for(id)
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_ghost_yaw = 0.0
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else:
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_ghost.visible = false
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# Torch: a flickering light at the head of the held torch.
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var light: Dictionary = def.get("light", {})
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_torch_light.visible = not light.is_empty()
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_torch_flame.emitting = not light.is_empty()
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if not light.is_empty():
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_torch_light.omni_range = float(light.get("range", 8.0))
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_torch_light.light_energy = float(light.get("energy", 1.5))
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## 0..1 warmth from what's held (a torch).
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func held_heat() -> float:
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return float(_held_def().get("light", {}).get("heat", 0.0))
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func _set_prompt(t: String) -> void:
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if t != _prompt:
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_prompt = t
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prompt_changed.emit(t)
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func _target() -> Object:
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if not _ray.is_colliding():
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return null
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var c := _ray.get_collider()
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if c != null and c.has_meta("owner_piece"):
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c = c.get_meta("owner_piece") # a door's moving panel
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if c == null or not c.has_method("interact_prompt"):
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return null
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if c.get("depleted") == true:
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return null
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return c
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func _physics_process(delta: float) -> void:
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_swing_cd = maxf(_swing_cd - delta, 0.0)
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if player.ui_open:
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_ghost.visible = false
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_set_prompt("")
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return
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var def := _held_def()
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if def.has("place"):
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_update_ghost(def)
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var why := "" if _place_ok or _place_reason.is_empty() else " (%s)" % _place_reason
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_set_prompt("[LMB] Place %s [R] Rotate%s" % [def.name, why])
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return
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_ghost.visible = false
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if _torch_light.visible:
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_t += delta
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_torch_light.light_energy = float(def.get("light", {}).get("energy", 1.5)) * (0.85 + 0.15 * sin(_t * 17.0) * sin(_t * 5.3))
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var t := _target()
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if t != null:
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var p: String = t.interact_prompt(player)
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if t.is_in_group("piece") and t.item_id != "grave":
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p += " [X] Dismantle"
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_set_prompt(p)
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elif def.has("food"):
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_set_prompt("[RMB] Eat %s" % def.name)
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else:
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_set_prompt("")
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func _update_ghost(def: Dictionary) -> void:
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var cam := get_parent() as Camera3D
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var from := cam.global_position
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var to := from - cam.global_basis.z * PLACE_REACH
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var q := PhysicsRayQueryParameters3D.create(from, to, 1, [player.get_rid()])
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var hit := cam.get_world_3d().direct_space_state.intersect_ray(q)
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if hit.is_empty():
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_ghost.visible = false
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_place_ok = false
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return
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var yaw := player.rotation.y + _ghost_yaw # piece's front (+Z) faces the player
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if BuildPiece.is_build(def):
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# Building pieces snap to what's already built (build_system.gd).
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var res: Dictionary = player.get_parent().build.placement(def, hit, yaw)
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_place_xf = res.xf
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_place_ok = res.ok
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_place_reason = res.reason
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else:
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_place_xf = Transform3D(Basis(Vector3.UP, yaw), hit.position)
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_place_ok = player.get_parent().placement_valid(def, _place_xf)
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_place_reason = "" if _place_ok else "blocked or too steep"
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_ghost.global_transform = _place_xf
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_ghost.material_override = _ghost_ok_mat if _place_ok else _ghost_bad_mat
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_ghost.visible = true
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func _unhandled_input(event: InputEvent) -> void:
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if player.ui_open:
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return
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for i in range(8):
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if event.is_action_pressed("hotbar_%d" % (i + 1)):
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player.select(i)
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return
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if event is InputEventMouseButton and event.pressed and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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player.select(player.selected - 1)
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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player.select(player.selected + 1)
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if event.is_action_pressed("use_item") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if _held_def().has("food"):
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Actions.eat(player, player.selected)
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elif event.is_action_pressed("rotate_piece"):
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# Building pieces turn in quarter turns (they snap to a grid).
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_ghost_yaw += deg_to_rad(90.0 if BuildPiece.is_build(_held_def()) else 22.5)
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elif event.is_action_pressed("dismantle"):
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var t := _target()
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if t != null and t.is_in_group("piece"):
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Actions.dismantle(player, t)
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elif event.is_action_pressed("interact"):
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var t := _target()
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if t != null and t.has_method("interact"):
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t.interact(player)
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elif event.is_action_pressed("attack") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if _held_def().has("place"):
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if _place_ok:
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Actions.place(player, player.selected, _place_xf, player.get_parent())
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else:
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Actions.notify.emit("Can't place that here")
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else:
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swing()
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## Swings the held item (or fist). The hit is applied at the peak of the swing.
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func swing() -> void:
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if _swing_cd > 0.0:
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return
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_swing_cd = SWING_TIME
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var tw := create_tween()
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var wind := Transform3D(_view_rest.basis.rotated(Vector3.RIGHT, deg_to_rad(35)), _view_rest.origin + Vector3(0, 0.08, 0.05))
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var strike := Transform3D(_view_rest.basis.rotated(Vector3.RIGHT, deg_to_rad(-70)), _view_rest.origin + Vector3(-0.05, -0.05, -0.15))
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tw.tween_property(_view, "transform", wind, 0.1).set_ease(Tween.EASE_OUT)
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tw.tween_property(_view, "transform", strike, 0.1).set_ease(Tween.EASE_IN)
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tw.tween_callback(_apply_hit)
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tw.tween_property(_view, "transform", _view_rest, 0.25).set_trans(Tween.TRANS_SINE)
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func _apply_hit() -> void:
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_ray.force_raycast_update()
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if not _ray.is_colliding():
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return
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var c := _ray.get_collider()
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if c != null and c.is_in_group("harvestable"):
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Actions.harvest_hit(player, c, _ray.get_collision_point())
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