Add Recipemanager that loads recipes from YAML
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# Strings
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plain_string: Hello World
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single_quoted_string: 'Hello, ''World'''
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double_quoted_string: "Hello, World!"
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literal_string: |
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This is a long string
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that will preserve
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newlines
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folded_string: >
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This is a long string
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that will be folded
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into a single line
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# Integer formats
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integer: 42
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hex: 0xff
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octal: 0o700
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binary: 0b1010
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# Float formats
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float: 3.14159
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scientific_notation: 6.022e23
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infinity: .inf
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not_a_number: .nan
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# Boolean types
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boolean_true: true
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boolean_false: false
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# Null
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null_value: null
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null_value_2: ~
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# Dates and times are treated as strings
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date: 2023-04-01
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canonical_datetime: 2023-04-01T12:00:00Z
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iso8601_datetime: 2023-04-01t12:00:00.000-05:00
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# Arrays
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fruits:
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- apple
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- banana
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- cherry
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nested_array:
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- - nested
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- items
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- - more
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- nested
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- items
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## Dictionaries
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person:
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name: John Doe
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age: 30
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occupation: Developer
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## Flow style array
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flow_style_array: [1, 2, 3, 4, 5]
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## Flow style dictionary
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flow_style_dict: {key1: value1, key2: value2, key3: 124.5}
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## Nested flow array
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nested_flow_style_array: ["hello", 10, {foo: bar}, [4.20, 6.9]]
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## Nested flow dictionary
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nested_flow_style_dictionary: { key1: {foo: 'bar'}, key2: [4.20, 6.9] }
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# Anchors and aliases get resolved during parsing
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anchor_example: &anchor_name
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key1: value1
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key2: value2
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alias_example: *anchor_name
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# Merge keys are also resolved during parsing
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base: &base
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name: John Doe
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age: 30
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merge_example:
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<<: *base
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occupation: Developer
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# Binary data - !!binary is converted to !PackedByteArray
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binary_data: !!binary |
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R0lGODlhDAAMAIQAAP//9/X17unp5WZmZgAAAOfn515eXvPz7Y6OjuDg4J+fn5
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OTk6enp56enmleECcgggoBADs=
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# Custom tags are preserved, and can describe Godot Variants,
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# and classes registered using YAML.register_class()
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game_object: !MyHeroClass
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name: "Hero"
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health: 100
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inventory:
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- sword
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- shield
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- potion_healing
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# Variants
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AABB: !AABB
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position: {x: 1,y: 2,z: 4}
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size: {x: 8,y: 16,z: 32}
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Basis: !Basis
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x: {x: 1,y: 2,z: 4}
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y: {x: 8,y: 16,z: 32}
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z: {x: 64,y: 128,z: 256}
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Color: !Color ff804080
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NodePath: !NodePath "root/level/player"
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PackedByteArray: !PackedByteArray |
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AQIECA==
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PackedColorArray: !PackedColorArray
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- ff0000
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- 00ff00
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- 0000ff
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- red
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- green
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- blue
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PackedFloat32Array: !PackedFloat32Array
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- 3.1415927
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- 6.2831855
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- 12.566371
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PackedFloat64Array: !PackedFloat64Array
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- 3.141592653589793
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- 6.283185307179586
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- 12.566370614359172
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PackedInt32Array: !PackedInt32Array
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- 1
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- 2
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- 4
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- 8
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PackedInt64Array: !PackedInt64Array
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- 1
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- 2
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- 4
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- 8
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PackedStringArray: !PackedStringArray
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- "one"
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- "one\ntwo"
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- "one\ntwo\nthree"
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PackedVector2Array: !PackedVector2Array
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- {x: 1,y: 2}
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- {x: 4,y: 8}
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PackedVector3Array: !PackedVector3Array
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- {x: 1,y: 2,z: 4}
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- {x: 8,y: 16,z: 32}
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Plane: !Plane
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normal: {x: 1,y: 2,z: 4}
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d: 3.1415927
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Projection: !Projection
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x: {x: 1,y: 2,z: 4,w: 8}
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y: {x: 16,y: 32,z: 64,w: 128}
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z: {x: 256,y: 512,z: 1024,w: 2048}
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w: {x: 4096,y: 8192,z: 16384,w: 32768}
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Quaternion: !Quaternion {x: 3.1415927,y: 6.2831855,z: 12.566371,w: 25.132742}
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Rect2: !Rect2
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position: {x: 1,y: 2}
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size: {x: 4,y: 8}
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Rect2i: !Rect2i
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position: {x: 2,y: 4}
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size: {x: 8,y: 16}
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StringName: !StringName test_string_name
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Transform2D: !Transform2D
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x: {x: -1,y: -8.742278e-08}
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y: {x: 8.742278e-08,y: -1}
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origin: {x: 6.2831855,y: 12.566371}
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Transform3D: !Transform3D
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basis:
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x: {x: 1,y: 0,z: 0}
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y: {x: 0,y: 1,z: 0}
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z: {x: 0,y: 0,z: 1}
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origin: {x: 1,y: 2,z: 4}
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Vector2: !Vector2 {x: 1,y: 2}
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Vector2i: !Vector2i {x: 2,y: 4}
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Vector3: !Vector3 {x: 1,y: 2,z: 4}
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Vector3i: !Vector3i {x: 2,y: 4,z: 8}
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Vector4: !Vector4 {x: 1,y: 2,z: 4,w: 8}
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Vector4i: !Vector4i {x: 2,y: 4,z: 8,w: 16}
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