update
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@@ -20,6 +20,7 @@ var _kopf: MeshInstance3D
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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 _bob: float = 0.0
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var _offset: Vector3
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@@ -59,6 +60,7 @@ func setup(d: Dictionary, index: int, orte: Dictionary) -> void:
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var start := _routine_at(Game.time_h)
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place = start[0]
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activity = start[1]
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_letzte_aktivitaet = activity
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global_position = Orte.center(places, place) + _offset
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@@ -108,6 +110,10 @@ func _process(delta: 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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if activity != _letzte_aktivitaet:
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_letzte_aktivitaet = activity
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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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_aura.visible = aktiv or erledigt
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@@ -138,6 +144,20 @@ 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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