Reworked health bar. Added shield regen
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@@ -14,6 +14,10 @@ signal depleted
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@export_range(1, 5000) var max_hull: int = 1
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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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var shield: int:
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get: return _shield
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set(value): pass
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@@ -25,26 +29,51 @@ var hull: int:
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set(value): pass
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@onready var _shield := max_shield
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@onready var _armor := max_armor
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@onready var _hull := max_hull
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@onready var _shield := max_shield:
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set(value):
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_shield = value
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shield_updated.emit(_shield)
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@onready var _armor := max_armor:
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set(value):
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_armor = value
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armor_updated.emit(_armor)
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@onready var _hull := max_hull:
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set(value):
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_hull = value
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hull_updated.emit(_hull)
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@onready var _shield_regen := floori(max_shield/30.0)
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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_updated.emit(_shield)
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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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armor_updated.emit(_armor)
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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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hull_updated.emit(_hull)
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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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