Seriously, though. It's a losing battle. While Godot does support encryption, and you could invent some scheme with an online server, the whole issue is that the game files are stored on the attacker's device. So, for example, if you encrypt some data in the package, you also have to include the decryption key with the game, giving the hackers full reign. It's impossible to solve.
Lots of studies have been done, and piracy doesn't actually effect sales as much as you would think. Yes, lots of people download stuff illegally for free, but chances are they never would have been paying customers in the first place (people that pirate generally don't pay). And the more DRM you add to the game, doesn't actually defeat the hackers, because they are most likely more skilled than you at security and will crack your DRM in a day. But it does inconvenience your actual paying customers. This has been documented with Denuvo on games like Resident Evil, Mass Effect, and Assassin's Creed. Which actually caused people to pirate more because the bootleg version had better performance and was a better experience.
So I don't think it worth wasting too much time on. These people will never pay for your game, you're not actually losing money from them. But you might lose money spending time devising some security features that won't work, or spending a lot on proprietary DRM that will hurt paying customers. So really, don't bother.