Added tesla jumps
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@@ -1,3 +1,4 @@
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class_name TeslaProjectile
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extends AbstractProjectile
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@@ -10,11 +11,28 @@ extends AbstractProjectile
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@onready var jinkTimer : Timer = $JinkTimer
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var _collided_foes : Array[AbstractShip] = []
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func _ready() -> void:
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damage = damage.duplicate()
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super._ready()
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_start_jink_timer()
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func _process_hit_for_projectile(collided_body: Node2D) -> void:
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if collided_body is AbstractShip:
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_collided_foes.append(collided_body)
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damage.value = floor(damage.value/2.0)
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if damage.value == 0:
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queue_free()
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else:
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_apply_random_deviation()
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_start_jink_timer()
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func _start_jink_timer() -> void:
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var random_delay := randf_range(jink_min_delay, jink_max_delay)
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jinkTimer.start(random_delay)
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@@ -60,10 +78,16 @@ func _get_nearest_foe() -> AbstractShip:
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func _get_foes() -> Array[AbstractShip]:
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var foes : Array[AbstractShip] = []
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if collide_enemies:
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foes.append_array(get_tree().get_nodes_in_group("enemies"))
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var flags_by_group : Dictionary[String, bool] = {
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"enemies": collide_enemies,
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"players": collide_players,
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}
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if collide_players:
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foes.append_array(get_tree().get_nodes_in_group("players"))
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for group in flags_by_group:
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if not flags_by_group[group]: continue
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var nodes := get_tree().get_nodes_in_group(group)
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for node in nodes:
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if not node in _collided_foes:
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foes.append(node)
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return foes
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