- Introduced `stickman_prop_interactor.gd` to manage prop interactions. - Created `phase_11_prop_interactions.md` detailing the design and implementation of prop pickup, drop, and throw mechanics. - Defined interaction states, action lifecycles, and event triggers for prop handling. - Specified constraints for throw actions, including target positioning and velocity calculations. - Established acceptance criteria for prop interactions and lifecycle management.
208 lines
7.2 KiB
GDScript
208 lines
7.2 KiB
GDScript
class_name ActionRegistry
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extends RefCounted
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## ActionRegistry - Registry of director action templates (Phase 3c).
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##
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## Single source of truth for the action types the Director Tool and the event
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## system understand. Adding a new action type is just appending an entry here;
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## the ActionEditor and the panels generate their UI from this registry, so no
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## other code changes are required.
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enum ReactiveRole { SEQUENTIAL, OVERLAY, TAKEOVER }
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const ACTION_TEMPLATES := {
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"walk_to": {
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"label": "Walk To",
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"icon": "🚶",
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"params": [
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{ "key": "target", "type": "position", "required": true },
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],
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"reactive_role": ReactiveRole.SEQUENTIAL, "overlay_eligible": false,
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},
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"speak": {
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"label": "Speak",
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"icon": "💬",
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"params": [
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{ "key": "text", "type": "text", "required": true },
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{ "key": "duration", "type": "float", "default": 2.0 },
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],
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"reactive_role": ReactiveRole.OVERLAY, "overlay_eligible": true,
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},
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"wait": {
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"label": "Wait",
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"icon": "⏳",
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"params": [
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{ "key": "duration", "type": "float", "required": true },
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],
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"reactive_role": ReactiveRole.SEQUENTIAL, "overlay_eligible": false,
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},
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"ragdoll": {
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"label": "Ragdoll",
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"icon": "💥",
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"params": [],
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"reactive_role": ReactiveRole.TAKEOVER, "overlay_eligible": false,
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},
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"recover": {
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"label": "Recover",
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"icon": "🔄",
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"params": [],
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"reactive_role": ReactiveRole.TAKEOVER, "overlay_eligible": false,
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},
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"pick_up_prop": {
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"label": "Pick Up Prop",
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"icon": "🫴",
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"params": [
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{ "key": "target_prop_id", "type": "prop", "required": true },
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{ "key": "hand", "type": "choice", "default": "auto", "choices": ["auto", "left", "right"] },
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],
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"reactive_role": ReactiveRole.SEQUENTIAL, "overlay_eligible": false,
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},
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"drop_prop": {
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"label": "Drop Prop",
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"icon": "⬇️",
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"params": [],
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"reactive_role": ReactiveRole.SEQUENTIAL, "overlay_eligible": false,
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},
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"throw_prop": {
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"label": "Throw Prop",
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"icon": "🏹",
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"params": [
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{ "key": "target_position", "type": "position", "required": true },
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],
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"reactive_role": ReactiveRole.SEQUENTIAL, "overlay_eligible": false,
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},
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}
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static func types() -> Array[String]:
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# Dictionary.keys() returns an untyped Array at runtime; build a genuinely
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# typed Array[String] so callers can store it in typed locals (see
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# ActionEditor._current_type / RuleEditor._select_action_type).
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var out: Array[String] = []
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out.assign(ACTION_TEMPLATES.keys())
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return out
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static func has_type(type: String) -> bool:
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return ACTION_TEMPLATES.has(type)
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static func label(type: String) -> String:
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var tpl: Dictionary = ACTION_TEMPLATES.get(type, {})
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return String(tpl.get("label", type))
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static func icon(type: String) -> String:
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var tpl: Dictionary = ACTION_TEMPLATES.get(type, {})
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return String(tpl.get("icon", ""))
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static func is_overlay_eligible(type: String) -> bool:
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var tpl: Dictionary = ACTION_TEMPLATES.get(type, {})
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return bool(tpl.get("overlay_eligible", false))
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static func reactive_role(action: Dictionary) -> ReactiveRole:
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var type: String = String(action.get("type", ""))
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var tpl: Dictionary = ACTION_TEMPLATES.get(type, {})
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var role: ReactiveRole = int(tpl.get("reactive_role", ReactiveRole.SEQUENTIAL))
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var params: Dictionary = action.get("params", {})
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if type == "speak" and bool(params.get("stop_current", action.get("stop_current", false))):
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return ReactiveRole.SEQUENTIAL
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return role
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## Converts a flat queue action into a rule-action shape (adds `target` + nests
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## params). `target_id` is the acting stickman's instance id.
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static func to_rule_action(action: Dictionary, target_id: int) -> Dictionary:
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var params: Dictionary = {}
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match String(action.get("type", "")):
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"walk_to":
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params["target"] = action.get("target", Vector2.ZERO)
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"speak":
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params["text"] = String(action.get("text", ""))
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params["duration"] = float(action.get("duration", 2.0))
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if bool(action.get("stop_current", false)):
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params["stop_current"] = true
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"wait":
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params["duration"] = float(action.get("duration", 0.0))
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"pick_up_prop":
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params["target_prop_id"] = String(action.get("target_prop_id", ""))
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params["hand"] = String(action.get("hand", "auto"))
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"throw_prop":
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params["target_position"] = action.get("target_position", Vector2.ZERO)
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return {
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"type": String(action.get("type", "")),
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"target": target_id,
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"params": params,
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}
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## Converts a rule-action shape back into a flat queue action (drops `target`).
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static func from_rule_action(rule_action: Dictionary) -> Dictionary:
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var params: Dictionary = rule_action.get("params", {})
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match String(rule_action.get("type", "")):
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"walk_to":
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return { "type": "walk_to", "target": params.get("target", Vector2.ZERO) }
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"speak":
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var speak: Dictionary = {
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"type": "speak",
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"text": String(params.get("text", "")),
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"duration": float(params.get("duration", 2.0)),
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}
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if bool(params.get("stop_current", false)):
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speak["stop_current"] = true
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return speak
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"wait":
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return { "type": "wait", "duration": float(params.get("duration", 0.0)) }
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"pick_up_prop":
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return { "type": "pick_up_prop", "target_prop_id": String(params.get("target_prop_id", "")), "hand": String(params.get("hand", "auto")) }
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"drop_prop":
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return { "type": "drop_prop" }
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"throw_prop":
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return { "type": "throw_prop", "target_position": params.get("target_position", Vector2.ZERO) }
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_:
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return { "type": String(rule_action.get("type", "")) }
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## Human-readable one-line summary for both flat queue actions and rule-action
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## shapes (the get() fallbacks tolerate either key layout).
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static func summarize(action: Dictionary) -> String:
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var type := String(action.get("type", ""))
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var params: Dictionary = action.get("params", {})
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match type:
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"walk_to":
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# Rule actions use top-level `target` for the actor instance id and
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# nested `params.target` for the waypoint. Prefer the nested value and
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# type-guard legacy/malformed payloads so summaries never crash.
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var raw_target: Variant = params.get("target", action.get("target", Vector2.ZERO))
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var t: Vector2 = raw_target as Vector2 if raw_target is Vector2 else Vector2.ZERO
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return "Walk To (%d, %d)" % [int(roundf(t.x)), int(roundf(t.y))]
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"speak":
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var text := String(action.get("text", params.get("text", "")))
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var dur := float(action.get("duration", params.get("duration", 2.0)))
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var suffix: String = " — stops current" if bool(params.get("stop_current", action.get("stop_current", false))) else ""
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return "Speak \"%s\" (%ss)%s" % [text, _fmt_duration(dur), suffix]
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"wait":
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var wd := float(action.get("duration", params.get("duration", 0.0)))
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return "Wait %ss" % _fmt_duration(wd)
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"ragdoll":
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return "Ragdoll"
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"recover":
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return "Recover"
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"pick_up_prop":
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return "Pick Up Prop (%s)" % String(action.get("target_prop_id", params.get("target_prop_id", "")))
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"drop_prop":
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return "Drop Prop"
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"throw_prop":
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var raw_position: Variant = action.get("target_position", params.get("target_position", Vector2.ZERO))
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var target_position: Vector2 = raw_position as Vector2 if raw_position is Vector2 else Vector2.ZERO
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return "Throw Prop (%d, %d)" % [int(roundf(target_position.x)), int(roundf(target_position.y))]
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_:
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return type
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static func _fmt_duration(v: float) -> String:
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if v == roundf(v):
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return str(int(v))
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return str(v)
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