extends Node var entities: Dictionary = {} func register(entity: Node, base: Resource) -> void: entities[entity] = { "base": base, "health": base.max_health, "max_health": base.max_health, "alive": true, } func deregister(entity: Node) -> void: entities.erase(entity) func get_stat(entity: Node, key: String) -> Variant: if entity in entities: return entities[entity].get(key) return null func set_stat(entity: Node, key: String, value: Variant) -> void: if entity in entities: entities[entity][key] = value func is_alive(entity: Node) -> bool: if entity in entities: return entities[entity]["alive"] return false func set_health(entity: Node, value: float) -> void: if entity not in entities: return entities[entity]["health"] = value var max_health: float = entities[entity]["max_health"] EventBus.tavern_damaged.emit(value, max_health) if value <= 0 and entities[entity]["alive"]: entities[entity]["alive"] = false EventBus.tavern_destroyed.emit()