279 lines
7.3 KiB
GDScript
279 lines
7.3 KiB
GDScript
class_name PlayerStateRecord
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extends RefCounted
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const SCHEMA_VERSION := 2
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const LEGACY_SCHEMA_VERSION := 1
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const MAX_HEALTH := 100.0
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const RESET_HUNGER := 40.0
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const RESET_ENERGY := 100.0
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const STACK_THRESHOLD := 80.0
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const DEATH_STANDING_PENALTY := 0.85
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const DEFAULT_STARVATION_DEATH_THRESHOLD := 1
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const DEFAULT_CARRY_CAPACITY := 3.0
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var data: Dictionary
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func _init(record_data: Dictionary = {}) -> void:
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data = record_data.duplicate(true)
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static func create_default() -> PlayerStateRecord:
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return (
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PlayerStateRecord
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. new(
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{
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"schema_version": SCHEMA_VERSION,
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"hunger": RESET_HUNGER,
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"energy": RESET_ENERGY,
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"health": MAX_HEALTH,
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"max_health": MAX_HEALTH,
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"downed": false,
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"downed_ticks": 0,
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"dead": false,
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"deaths": 0,
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"starvation_ticks": 0,
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"starvation_death_threshold": DEFAULT_STARVATION_DEATH_THRESHOLD,
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"carry_capacity": DEFAULT_CARRY_CAPACITY,
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"inventory": {},
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}
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)
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)
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# Compatibility constructor for the first embodied-player slice. New code
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# should use create_default(), but keeping this alias lets older quest/needs
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# resources load without introducing a second player-state schema.
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static func create() -> PlayerStateRecord:
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return create_default()
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static func from_dictionary(record_data: Dictionary) -> PlayerStateRecord:
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var version := int(record_data.get("schema_version", -1))
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if version == LEGACY_SCHEMA_VERSION:
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record_data = _migrate_v1(record_data)
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elif version != SCHEMA_VERSION:
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return null
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if not record_data.has_all(
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["hunger", "energy", "health", "max_health", "downed", "downed_ticks", "inventory"]
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):
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return null
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if not record_data["inventory"] is Dictionary:
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return null
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var hunger := float(record_data["hunger"])
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var energy := float(record_data["energy"])
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var health := float(record_data["health"])
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var max_health := float(record_data["max_health"])
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if (
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not is_finite(hunger)
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or not is_finite(energy)
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or not is_finite(health)
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or not is_finite(max_health)
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):
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return null
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var normalized_inventory := {}
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for raw_item_id in record_data["inventory"]:
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var item_id := String(raw_item_id)
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var amount := float(record_data["inventory"][raw_item_id])
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if (
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item_id.is_empty()
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or normalized_inventory.has(item_id)
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or not is_finite(amount)
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or amount < 0.0
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):
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return null
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normalized_inventory[item_id] = amount
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return (
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PlayerStateRecord
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. new(
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{
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"schema_version": SCHEMA_VERSION,
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"hunger": clampf(hunger, 0.0, 100.0),
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"energy": clampf(energy, 0.0, 100.0),
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"health": clampf(health, 0.0, max_health),
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"max_health": max_health,
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"downed": bool(record_data["downed"]),
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"downed_ticks": int(record_data["downed_ticks"]),
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"dead": bool(record_data.get("dead", false)),
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"deaths": maxi(int(record_data.get("deaths", 0)), 0),
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"starvation_ticks": maxi(int(record_data.get("starvation_ticks", 0)), 0),
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"starvation_death_threshold":
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maxi(
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int(
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record_data.get(
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"starvation_death_threshold", DEFAULT_STARVATION_DEATH_THRESHOLD
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)
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),
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1
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),
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"carry_capacity":
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maxf(float(record_data.get("carry_capacity", DEFAULT_CARRY_CAPACITY)), 0.0),
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"inventory": normalized_inventory,
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}
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)
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)
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static func _migrate_v1(legacy_data: Dictionary) -> Dictionary:
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var migrated := legacy_data.duplicate(true)
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migrated["schema_version"] = SCHEMA_VERSION
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migrated["health"] = MAX_HEALTH
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migrated["max_health"] = MAX_HEALTH
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migrated["downed"] = false
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migrated["downed_ticks"] = 0
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migrated["dead"] = false
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migrated["deaths"] = 0
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migrated["starvation_ticks"] = 0
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migrated["starvation_death_threshold"] = DEFAULT_STARVATION_DEATH_THRESHOLD
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migrated["carry_capacity"] = DEFAULT_CARRY_CAPACITY
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return migrated
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func get_hunger() -> float:
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return clampf(float(data["hunger"]), 0.0, 100.0)
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func get_energy() -> float:
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return clampf(float(data["energy"]), 0.0, 100.0)
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func get_health() -> float:
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return clampf(float(data["health"]), 0.0, get_max_health())
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func get_max_health() -> float:
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return maxf(float(data["max_health"]), 1.0)
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func is_downed() -> bool:
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return bool(data["downed"])
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func is_dead() -> bool:
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return bool(data.get("dead", false))
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func is_starving() -> bool:
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return get_hunger() >= STACK_THRESHOLD and not is_dead()
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func get_deaths() -> int:
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return maxi(int(data.get("deaths", 0)), 0)
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func get_downed_ticks() -> int:
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return int(data["downed_ticks"])
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func set_hunger(amount: float) -> void:
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data["hunger"] = clampf(amount, 0.0, 100.0)
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func set_energy(amount: float) -> void:
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data["energy"] = clampf(amount, 0.0, 100.0)
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func advance(hunger_rate: float, energy_drain: float) -> bool:
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if is_dead():
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return true
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set_hunger(get_hunger() + maxf(hunger_rate, 0.0))
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set_energy(get_energy() - maxf(energy_drain, 0.0))
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if get_hunger() < STACK_THRESHOLD:
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data["starvation_ticks"] = 0
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return false
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data["starvation_ticks"] = int(data.get("starvation_ticks", 0)) + 1
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if int(data["starvation_ticks"]) >= int(data.get("starvation_death_threshold", 1)):
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die()
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return true
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return false
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func eat(amount: float) -> float:
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if not is_finite(amount) or amount <= 0.0 or is_dead():
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return 0.0
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var consumed := minf(amount, get_hunger())
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set_hunger(get_hunger() - consumed)
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set_energy(get_energy() + consumed * 0.5)
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data["starvation_ticks"] = 0
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return consumed
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func die() -> void:
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if is_dead():
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return
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data["dead"] = true
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data["deaths"] = get_deaths() + 1
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func respawn() -> void:
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data["dead"] = false
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data["downed"] = false
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data["downed_ticks"] = 0
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data["hunger"] = RESET_HUNGER
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data["energy"] = RESET_ENERGY
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data["health"] = get_max_health()
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data["starvation_ticks"] = 0
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func get_available_carry() -> float:
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return maxf(
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float(data.get("carry_capacity", DEFAULT_CARRY_CAPACITY)) - get_carried_total(), 0.0
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)
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func take_damage(amount: float) -> float:
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if not is_finite(amount) or amount <= 0.0 or is_downed():
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return 0.0
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var previous := get_health()
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data["health"] = clampf(previous - amount, 0.0, get_max_health())
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if get_health() <= 0.0:
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data["downed"] = true
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data["downed_ticks"] = 20
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return previous - get_health()
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func advance_health() -> void:
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if is_downed():
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data["downed_ticks"] = maxi(get_downed_ticks() - 1, 0)
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if get_downed_ticks() <= 0:
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data["downed"] = false
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data["health"] = get_max_health() * 0.5
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return
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if get_health() < get_max_health():
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data["health"] = clampf(get_health() + 0.25, 0.0, get_max_health())
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func get_inventory_amount(item_id: StringName) -> float:
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return float(data["inventory"].get(String(item_id), 0.0))
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func get_carried_total() -> float:
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var total := 0.0
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for amount in data["inventory"].values():
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total += float(amount)
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return total
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func add_inventory(item_id: StringName, amount: float) -> float:
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if item_id.is_empty() or not is_finite(amount) or amount <= 0.0:
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return 0.0
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var added := minf(amount, get_available_carry())
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if added <= 0.0:
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return 0.0
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data["inventory"][String(item_id)] = get_inventory_amount(item_id) + added
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return added
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func remove_inventory(item_id: StringName, requested_amount: float) -> float:
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if item_id.is_empty() or not is_finite(requested_amount) or requested_amount <= 0.0:
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return 0.0
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var removed := minf(requested_amount, get_inventory_amount(item_id))
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if removed <= 0.0:
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return 0.0
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data["inventory"][String(item_id)] = get_inventory_amount(item_id) - removed
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return removed
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func to_dictionary() -> Dictionary:
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return data.duplicate(true)
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