feat: shared creature root, enemy definitions, defend duty, and player downing
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class_name SimulationEnemies
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extends RefCounted
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static var _enemies: Dictionary = {}
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static var _cache_valid := false
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static func _ensure_cache() -> void:
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if _cache_valid:
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return
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_enemies = {}
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var raider := EnemyDefinition.new()
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raider.enemy_id = &"enemy_raider"
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raider.display_name = "Raider"
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raider.kind = SimulationIds.COMBATANT_KIND_RAIDER
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raider.weapon_id = SimulationIds.ITEM_SWORD
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raider.health = 60.0
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raider.move_speed = 3.5
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raider.body_color = Color(0.4, 0.13, 0.1, 1.0)
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raider.accent_color = Color(0.55, 0.55, 0.58, 1.0)
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_enemies[raider.enemy_id] = raider
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var wolf := EnemyDefinition.new()
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wolf.enemy_id = &"enemy_wolf"
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wolf.display_name = "Wolf"
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wolf.kind = SimulationIds.COMBATANT_KIND_WOLF
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wolf.weapon_id = SimulationIds.ITEM_CLAW
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wolf.health = 40.0
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wolf.move_speed = 4.2
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wolf.body_color = Color(0.32, 0.32, 0.34, 1.0)
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wolf.accent_color = Color(0.95, 0.5, 0.12, 1.0)
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wolf.visual_scale = Vector3(0.8, 0.8, 0.8)
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_enemies[wolf.enemy_id] = wolf
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_cache_valid = true
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static func invalidate_cache() -> void:
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_cache_valid = false
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static func get_enemy(enemy_id: StringName) -> EnemyDefinition:
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_ensure_cache()
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return _enemies.get(enemy_id) as EnemyDefinition
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static func get_all() -> Array[EnemyDefinition]:
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_ensure_cache()
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var values: Array[EnemyDefinition] = []
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for enemy in _enemies.values():
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values.append(enemy)
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return values
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