Added all the things
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@@ -0,0 +1,6 @@
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extends Node2D
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onready var sprite = $Sprite
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func _ready() -> void:
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sprite.set_modulate(Color(1.0, 0.0, 0.0))
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@@ -0,0 +1,127 @@
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extends KinematicBody2D
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class_name Neighbor
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signal neighbor_following_roger
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onready var roger_area := $RogerArea2D
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onready var sprite := $AnimatedSprite
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onready var wander_timer := $WanderTimer
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export var MAX_SPEED := 225
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export var ACCELERATION := 1000
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export var FRICTION := 2000
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var state = State.IDLE
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var neighbor_velocity := Vector2.ZERO
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var leader: KinematicBody2D
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var follower: KinematicBody2D
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var rng := RandomNumberGenerator.new()
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var is_wandering := false
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var wander_direction := Vector2.ZERO
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enum State {
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MOVE,
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WANDER,
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IDLE
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}
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func reset_leads() -> void:
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if follower != null:
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follower.reset_leads()
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leader = null
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follower = null
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func _ready() -> void:
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sprite.set_modulate(Color(.5,0,0))
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func _physics_process(delta: float) -> void:
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match state:
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State.MOVE:
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move_state(delta)
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State.WANDER:
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wander_state(delta)
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State.IDLE:
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idle_state(delta)
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func move_state(delta: float) -> void:
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# var player := get_parent().get_node("Player") as Player
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# leader.follower = self
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if leader == null:
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state = State.IDLE
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return
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var result_vector := leader.global_position - global_position
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if result_vector.length() > 100:
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move_neighbor(result_vector)
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else:
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state = State.IDLE
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if result_vector.length() > 250:
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leader.follower = null
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leader = null
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if follower != null:
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follower.reset_leads()
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follower = null
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state = State.IDLE
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func wander_state(delta: float) -> void:
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if leader != null:
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state = State.MOVE
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return
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move_neighbor(wander_direction, true)
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func move_neighbor(direction_vector: Vector2, is_wander: bool = false) -> void:
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sprite.play("run") if not is_wander else sprite.play("walk")
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var move_vector := Vector2(direction_vector).normalized()
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if move_vector.x < 0 and not sprite.flip_h:
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sprite.flip_h = true
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elif move_vector.x > 0 and sprite.flip_h:
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sprite.flip_h = false
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if move_vector != Vector2.ZERO:
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var velocity := move_vector * MAX_SPEED if not is_wander else move_vector * MAX_SPEED / 3
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neighbor_velocity = neighbor_velocity.move_toward(velocity, ACCELERATION * get_physics_process_delta_time())
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else:
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neighbor_velocity = neighbor_velocity.move_toward(Vector2.ZERO, FRICTION * get_physics_process_delta_time())
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neighbor_velocity = move_and_slide(neighbor_velocity)
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func idle_state(delta: float) -> void:
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if wander_timer.is_stopped():
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wander_timer.start(rng.randf_range(0, 1.5))
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sprite.play("idle")
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for body in roger_area.get_overlapping_bodies():
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if body.is_class("KinematicBody2D") and not body is Trolley and leader == null and body.follower == null and body.leader != null:
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leader = body
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leader.follower = self
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if leader != null:
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state = State.MOVE
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func _on_RogerArea2D_body_entered(body: Node) -> void:
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if body != self and leader == null:
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if body is Player and body.follower == null:
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body.follower = self
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leader = body
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elif body.is_class("KinematicBody2D") and not body is Trolley and body.follower == null:
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print('Got neighbor body')
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if body.leader != null:
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print('Following the leader')
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leader = body
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leader.follower = self
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func _on_WanderTimer_timeout() -> void:
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if state == State.IDLE:
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print('wander timer done')
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var rand_x = rng.randf_range(-1.0, 1.0)
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var rand_y = rng.randf_range(-1.0, 1.0)
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var wander_time = rng.randf_range(1.0, 1.5)
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state = State.WANDER
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wander_direction = Vector2(rand_x, rand_y)
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wander_timer.start(wander_time)
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elif state == State.WANDER:
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print('Done wandering')
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var wait_time = rng.randf_range(1.0, 5.5)
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state = State.IDLE
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wander_timer.start(wait_time)
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@@ -0,0 +1,63 @@
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extends KinematicBody2D
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class_name Player
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export var MAX_SPEED := 300
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export var ACCELERATION := 1000
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export var FRICTION := 2000
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var player_velocity = Vector2.ZERO
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var state = State.IDLE
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var follower : KinematicBody2D
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onready var sprite := $AnimatedSprite
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enum State {
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MOVE,
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IDLE
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}
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func _physics_process(delta: float) -> void:
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match state:
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State.MOVE:
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move_state(delta)
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State.IDLE:
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idle_state(delta)
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func move_state(delta: float) -> void:
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var input_vector := Vector2.ZERO
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input_vector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
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input_vector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
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input_vector.normalized()
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if input_vector.x < 0 and not sprite.flip_h:
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sprite.flip_h = true
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elif input_vector.x > 0 and sprite.flip_h:
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sprite.flip_h = false
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if input_vector != Vector2.ZERO:
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player_velocity = player_velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
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else:
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player_velocity = player_velocity.move_toward(Vector2.ZERO, FRICTION * delta)
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player_velocity = move_and_slide(player_velocity)
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if player_velocity == Vector2.ZERO:
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state = State.IDLE
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func idle_state(delta: float) -> void:
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if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("ui_down") or Input.is_action_just_pressed("ui_left") or Input.is_action_just_pressed("ui_right"):
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sprite.set_animation("run")
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state = State.MOVE
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else:
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sprite.set_animation("idle")
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# if Input.is_action_pressed("ui_up"):
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# speed.y -= ACCELERATION
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# elif Input.is_action_pressed("ui_right"):
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# print("right")
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# elif Input.is_action_pressed("ui_left"):
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# print("left")
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# elif Input.is_action_pressed("ui_down"):
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# print("down")
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@@ -0,0 +1,2 @@
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extends Node2D
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@@ -0,0 +1,33 @@
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extends KinematicBody2D
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class_name Trolley
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export var TIME = 60
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onready var trolley_closed_shape = $TrolleyClosedShape
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export var MAX_VELOCITY = .3
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var velocity := Vector2.ZERO
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var has_roger := false
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func _ready() -> void:
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trolley_closed_shape.set_deferred("disabled", true)
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func _physics_process(delta: float) -> void:
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velocity.x = move_toward(velocity.x, MAX_VELOCITY, delta if not has_roger else delta * 10)
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var collision := move_and_collide(velocity)
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if collision:
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var collider = collision.get_collider()
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if collider.get_class() == "KinematicBody2D":
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if has_roger:
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MAX_VELOCITY = 10
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collider.move_and_collide(velocity * 3)
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func _on_TrolleySeatArea_body_entered(body: Node) -> void:
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if body is Player:
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has_roger = true
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print('closing trolley')
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trolley_closed_shape.set_deferred("disabled", false)
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