Reworked weapons and projectiles
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@@ -0,0 +1,86 @@
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class_name Health
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extends Node
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signal shield_updated(value: int, max_value: int)
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signal armor_updated(value: int, max_value: int)
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signal hull_updated(value: int, max_value: int)
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signal depleted
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@export_range(0, 5000) var max_shield: int = 0:
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set(value):
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max_shield = value
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shield_updated.emit(shield, max_shield)
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@export_range(0, 5000) var max_armor: int = 0:
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set(value):
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max_armor = value
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armor_updated.emit(armor, max_armor)
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@export_range(1, 5000) var max_hull: int = 1:
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set(value):
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max_hull = value
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hull_updated.emit(hull, max_hull)
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var shield: int:
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set(value):
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shield = value
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shield_updated.emit(shield, max_shield)
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var armor: int:
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set(value):
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armor = value
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armor_updated.emit(armor, max_armor)
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var hull: int:
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set(value):
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hull = value
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hull_updated.emit(hull, max_hull)
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@onready var shield_regen_delay_timer : Timer = $ShieldRegenDelayTimer
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@onready var shield_regen_tick_timer : Timer = $ShieldRegenTickTimer
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@onready var _shield_regen := floori(max_shield/30.0)
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func _ready() -> void:
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shield = max_shield
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armor = max_armor
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hull = max_hull
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func apply_damage(damage: AbstractDamage) -> void:
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if shield > 0:
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var damage_value := ceili(damage.value * damage.shield_damage_multiplier())
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shield = max(shield - damage_value, 0)
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shield_regen_delay_timer.start()
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elif armor > 0:
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var damage_value := ceili(damage.value * damage.armor_damage_multiplier())
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armor = max(armor - damage_value, 0)
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else:
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if hull == 0: return
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var damage_value := ceili(damage.value * damage.hull_damage_multiplier())
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hull = max(hull - damage_value, 0)
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if hull == 0:
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depleted.emit()
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if not shield_regen_delay_timer.is_stopped():
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shield_regen_delay_timer.start()
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shield_regen_tick_timer.stop()
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func _on_shield_regen_delay_timer_timeout() -> void:
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shield_regen_tick_timer.start()
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func _on_shield_regen_tick_timer_timeout() -> void:
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var new_shield_value := shield + _shield_regen
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if new_shield_value >= max_shield:
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new_shield_value = max_shield
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shield_regen_tick_timer.stop()
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shield = new_shield_value
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