Add selectable startup world layouts
This commit is contained in:
parent
5d55afcc26
commit
3d34ed0bee
24 changed files with 1139 additions and 78 deletions
117
main/main.gd
117
main/main.gd
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@ -6,6 +6,7 @@ const FishPoolType = preload("res://fish/fish_pool.gd")
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const GameUIType = preload("res://ui/game_ui.gd")
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const PlayerType = preload("res://player/player.gd")
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const TestWorldType = preload("res://world/test_world.gd")
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const WorldLayoutType = preload("res://world/world_layout.gd")
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const WaterRecoveryControllerType = preload(
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"res://world/water_recovery_controller.gd"
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)
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@ -421,10 +422,17 @@ func _start_dedicated_server() -> void:
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"The dedicated-server chat privacy configuration is invalid."
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)
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return
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if not _apply_generated_world(config.world_seed, false):
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if not _apply_world(
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WorldLayoutType.GENERATED,
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config.world_seed,
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false,
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):
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_fail_dedicated_server("The configured world seed could not be generated.")
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return
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if not _network_session.set_host_world_seed(config.world_seed):
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if not _network_session.set_host_world(
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WorldLayoutType.GENERATED,
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config.world_seed,
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):
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_fail_dedicated_server("The configured world seed is invalid.")
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return
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_configure_portable_stores()
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@ -1693,20 +1701,23 @@ func _resize_native_overlays() -> void:
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_shop_backdrop.size = Vector2(get_window().size)
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func _on_new_game_requested(world_seed: int) -> void:
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func _on_new_game_requested(
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world_layout: StringName,
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world_seed: int,
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) -> void:
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if _gameplay_started or _quit_in_progress:
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return
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_start_new_game_music()
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if not _apply_generated_world(world_seed, true):
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if not _apply_world(world_layout, world_seed, true):
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_show_title_music(true)
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_game_ui.get_title_screen().report_network_error(
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"Could not generate that world seed. Try rolling another world."
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"Could not prepare that world. Try another seed or the starter island."
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)
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return
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if not _prepare_host_world_seed(world_seed):
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if not _prepare_host_world(world_layout, world_seed):
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_show_title_music(true)
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_game_ui.get_title_screen().report_network_error(
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"Could not prepare the generated world for hosting."
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"Could not prepare that world for hosting."
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)
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return
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if not _prepare_private_host():
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@ -1714,7 +1725,7 @@ func _on_new_game_requested(world_seed: int) -> void:
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return
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if (
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not _save_manager.delete_progression_save()
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or not _save_manager.initialize_new_game(world_seed)
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or not _save_manager.initialize_new_game(world_seed, world_layout)
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):
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_network_session.disconnect_session("New Game setup failed.")
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_show_title_music(true)
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@ -1733,13 +1744,14 @@ func _on_continue_game_requested() -> void:
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"Failed to load save. The original was preserved."
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)
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return
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var world_layout: StringName = _save_manager.get_world_layout()
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var world_seed: int = _save_manager.get_world_seed()
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if (
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not _apply_generated_world(world_seed, true)
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or not _prepare_host_world_seed(world_seed)
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not _apply_world(world_layout, world_seed, true)
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or not _prepare_host_world(world_layout, world_seed)
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):
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_game_ui.get_title_screen().report_network_error(
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"The saved world could not be generated. The save was preserved."
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"The saved world could not be loaded. The save was preserved."
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)
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return
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if not _prepare_private_host():
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@ -1766,13 +1778,16 @@ func _prepare_private_host() -> bool:
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return true
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func _prepare_host_world_seed(world_seed: int) -> bool:
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func _prepare_host_world(
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world_layout: StringName,
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world_seed: int,
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) -> bool:
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if _network_session.state in [
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NetworkSessionType.State.CONNECTION_FAILED,
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NetworkSessionType.State.SERVER_LOST,
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]:
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_network_session.reset_failure()
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return _network_session.set_host_world_seed(world_seed)
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return _network_session.set_host_world(world_layout, world_seed)
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func _enter_gameplay() -> void:
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@ -1976,11 +1991,14 @@ func _on_reset_progress_requested() -> void:
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pause_menu.report_reset_failure()
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return
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var world_seed: int = PlayerSaveManager.roll_world_seed()
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if not _save_manager.initialize_new_game(world_seed):
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if not _save_manager.initialize_new_game(
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world_seed,
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WorldLayoutType.GENERATED,
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):
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pause_menu.report_reset_failure()
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return
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_network_session.disconnect_session("Progress reset.")
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if not _apply_generated_world(world_seed, true):
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if not _apply_world(WorldLayoutType.GENERATED, world_seed, true):
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pause_menu.report_reset_failure()
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return
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pause_menu.close_for_title_transition()
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@ -1990,8 +2008,18 @@ func _on_reset_progress_requested() -> void:
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func _apply_joined_world(server_metadata: Dictionary) -> bool:
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var world_layout: StringName = WorldLayoutType.normalized(
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server_metadata.get(
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"world_layout",
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String(WorldLayoutType.GENERATED),
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),
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&"",
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)
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var world_seed: int = int(server_metadata.get("world_seed", 0))
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if _apply_generated_world(world_seed, true):
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if (
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not world_layout.is_empty()
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and _apply_world(world_layout, world_seed, true)
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):
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return true
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_network_session.disconnect_session("World generation failed.")
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_join_requested_from_title = false
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@ -2000,20 +2028,26 @@ func _apply_joined_world(server_metadata: Dictionary) -> bool:
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var title_screen: TitleScreenType = _game_ui.get_title_screen()
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title_screen.reopen_to_menu()
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title_screen.report_network_error(
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"The host's generated world could not be built locally."
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"The host's world could not be built locally."
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)
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_show_title_music(true)
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return false
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func _apply_generated_world(world_seed: int, reposition_player: bool) -> bool:
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if not _test_world.generate_world(world_seed):
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func _apply_world(
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world_layout: StringName,
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world_seed: int,
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reposition_player: bool,
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) -> bool:
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if not _test_world.activate_world(world_layout, world_seed):
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return false
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var spawn_transform: Transform3D = _test_world.get_player_spawn_transform()
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_player_spawn_service.set_spawn_transform(spawn_transform)
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if reposition_player:
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_player.global_transform = spawn_transform
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_player.velocity = Vector3.ZERO
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if _application_initialized:
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_refresh_active_world_bindings()
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if _application_initialized and not _dedicated_runtime:
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_water_recovery.update_world_context(
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spawn_transform,
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@ -2027,6 +2061,51 @@ func _apply_generated_world(world_seed: int, reposition_player: bool) -> bool:
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return true
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func _refresh_active_world_bindings() -> void:
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if is_instance_valid(_shop_interaction):
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if _shop_interaction.local_player_range_changed.is_connected(
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_on_shop_range_changed
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):
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_shop_interaction.local_player_range_changed.disconnect(
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_on_shop_range_changed
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)
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if is_instance_valid(_storage_interaction):
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if _storage_interaction.local_player_range_changed.is_connected(
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_on_storage_range_changed
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):
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_storage_interaction.local_player_range_changed.disconnect(
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_on_storage_range_changed
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)
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_shop_interaction = _test_world.get_fishing_shop()
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_storage_interaction = _test_world.get_player_storage()
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_network_sale.set_shop_interaction(_shop_interaction)
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_network_shop.set_shop_interaction(_shop_interaction)
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if _dedicated_runtime:
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return
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if _shop_interaction != null:
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_shop_interaction.setup_local_player(_player)
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_shop_interaction.local_player_range_changed.connect(
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_on_shop_range_changed
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)
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if _storage_interaction != null:
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_storage_interaction.setup_local_player(_player)
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_storage_interaction.local_player_range_changed.connect(
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_on_storage_range_changed
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)
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_game_ui.set_world_interactions(
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_shop_interaction,
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_storage_interaction,
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)
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_on_shop_range_changed(
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_shop_interaction != null
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and _shop_interaction.is_local_player_in_range()
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)
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_on_storage_range_changed(
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_storage_interaction != null
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and _storage_interaction.is_local_player_in_range()
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)
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func _on_water_recovery_starting() -> void:
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_local_recovery_attempt_id = (
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"recovery:%s"
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