update
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@@ -23,7 +23,7 @@ var _aura: MeshInstance3D
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var _strahl: MeshInstance3D
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var _path: Array = []
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var _letzte_aktivitaet: String = ""
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var _seit_regel: float = 0.0
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var slot: int = 0
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var _bob: float = 0.0
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var _offset: Vector3
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@@ -70,13 +70,18 @@ func setup(d: Dictionary, index: int, orte: Dictionary,
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global_position = Orte.center(places, place) + _offset
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## [Ort, Tätigkeit, Slotnummer] zur Stunde h. Steht in dem Slot ein System,
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## ist die Tätigkeit die Ersatzhandlung.
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func _routine_at(h: float) -> Array:
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var r: Array = data["routine"]
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var cur: Array = r[r.size() - 1]
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for eintrag in r:
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if h >= float(eintrag[0]):
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cur = eintrag
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return [cur[1], cur[2]]
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var nr := r.size() - 1
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for i in range(r.size()):
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if h >= float(r[i][0]):
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nr = i
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var akt: String = str(r[nr][2])
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if mit_mission:
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akt = Game.slot_aktivitaet(str(data["id"]), nr)
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return [str(r[nr][1]), akt, nr]
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func _process(roh: float) -> void:
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@@ -84,6 +89,7 @@ func _process(roh: float) -> void:
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resist_left = maxf(0.0, resist_left - delta)
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var soll := _routine_at(Game.time_h)
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slot = int(soll[2])
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if soll[0] != place:
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var war_unterwegs := not _path.is_empty()
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_path = Orte.route(places, place, soll[0], _offset, netz, anker)
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@@ -117,16 +123,8 @@ func _process(roh: float) -> void:
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_visual.rotation.z = lerp_angle(_visual.rotation.z, PI * 0.5 if activity == "schlaeft" else 0.0,
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1.0 - pow(0.01, delta))
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# Solange der Moment anhält, greift die Regel erneut, sobald ihre Technik
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# wieder frei ist. Der Cooldown gibt damit den Takt vor.
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_seit_regel += delta
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if activity != _letzte_aktivitaet:
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_letzte_aktivitaet = activity
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_seit_regel = 0.0
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_regel_pruefen()
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elif _seit_regel >= 1.0:
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_seit_regel = 0.0
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_regel_pruefen()
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var erledigt: bool = mit_mission and Game.completed.has(data["id"])
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var aktiv: bool = mit_mission and Game.active_mission == data["id"]
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@@ -158,20 +156,6 @@ func beschriftung() -> String:
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return s
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## Wechselt der Mensch die Tätigkeit, greift das Regelwerk der Mission von allein.
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func _regel_pruefen() -> void:
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if not mit_mission:
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return
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var res := Game.regel_ausloesen(data["id"], activity, resist_left > 0.0)
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if res.is_empty():
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return
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var t := TechDB.by_id(str(res["tech"]))
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if res["success"]:
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reagiere(true, "%s\n+%d %%" % [t["name"], int(round(float(res["gain"])))])
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else:
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reagiere(false, "%s prallt ab" % t["name"])
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## Sichtbare Reaktion auf eine angewandte Technik.
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func reagiere(success: bool, text: String) -> void:
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var l := Prims.label(self, Vector3(0, 3.5, 0), text, 0.34,
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