chore: storing version and changelog
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@@ -1,3 +1,12 @@
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## [4.0.0-alpha.179](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.179) (2022-05-01)
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### Bug Fixes
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* manage clearing of current_action when action is interrupted ([#584](https://github.com/godot-escoria/escoria-demo-game/issues/584)) ([b8983b8](https://github.com/godot-escoria/escoria-demo-game/commit/b8983b8b4269a6e5195b6baf084d86443f7b8f00))
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## [4.0.0-alpha.178](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.178) (2022-05-01)
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@@ -53,7 +53,7 @@ func validate(arguments: Array):
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]
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)
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return false
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walking_object_node = (escoria.object_manager.get_object(
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arguments[0]).node as ESCItem
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)
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@@ -53,7 +53,7 @@ func validate(arguments: Array):
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]
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)
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return false
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walking_object_node = (escoria.object_manager.get_object(
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arguments[0]).node as ESCItem
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)
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@@ -44,7 +44,7 @@ func validate(arguments: Array):
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]
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)
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return false
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walking_object_node = (escoria.object_manager.get_object(
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arguments[0]).node as ESCItem
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)
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@@ -44,7 +44,7 @@ func validate(arguments: Array):
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]
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)
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return false
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walking_object_node = (escoria.object_manager.get_object(
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arguments[0]).node as ESCItem
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)
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@@ -280,7 +280,7 @@ func _on_event_finished(finished_statement: ESCStatement, return_code: int, chan
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if event_flags & ESCEvent.FLAG_NO_SAVE:
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escoria.save_manager.save_enabled = true
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# If the return code was RC_CANCEL due to an event finishing with "stop" command for example
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# we convert it to RC_OK so that other processed waiting for RC_OK can carry on.
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if return_code == ESCExecution.RC_CANCEL:
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@@ -136,14 +136,14 @@ func run() -> int:
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# This function interrupts the command. If it was not started, it will not run.
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# If it had already started, the execution will be considered as finished
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# If it had already started, the execution will be considered as finished
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# immediately and finish. If it was already finished, nothing will happen.
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func interrupt():
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_is_interrupted = true
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var command = escoria.command_registry.get_command(self.name)
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if command.has_method("interrupt"):
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command.interrupt()
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# Override of built-in _to_string function to display the statement.
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func _to_string() -> String:
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@@ -5,7 +5,7 @@ class_name ESCExecution
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# Return codes handled by events
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# * RC_OK: Event run okay
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# * RC_CANCEL: Cancel all scheduled and queued events. This return code tells the Event Manager
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# * RC_CANCEL: Cancel all scheduled and queued events. This return code tells the Event Manager
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# that no execution is required for this command (such as "stop" and "repeat")
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# * RC_ERROR: Error running a command
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# * RC_REPEAT: Repeat the current scope from the beginning
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@@ -465,7 +465,7 @@ func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void:
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# or teleport it directly at destination position if 'to_target' is true.
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#
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# #### Parameters
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#
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#
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# - to_target: if true, the movable node is teleport directly at its target
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# destination
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func stop_walking_now(to_target: bool = false) -> void:
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