class_name Health extends Node signal shield_updated(value: int) signal armor_updated(value: int) signal hull_updated(value: int) signal depleted @export_range(0, 5000) var max_shield: int = 0 @export_range(0, 5000) var max_armor: int = 0 @export_range(1, 5000) var max_hull: int = 1 var shield: int: get: return _shield set(value): pass var armor: int: get: return _armor set(value): pass var hull: int: get: return _hull set(value): pass @onready var _shield := max_shield @onready var _armor := max_armor @onready var _hull := max_hull func apply_damage(damage: AbstractDamage) -> void: if _shield > 0: var damage_value := ceili(damage.value * damage.shield_damage_multiplier()) _shield = max(_shield - damage_value, 0) shield_updated.emit(_shield) elif _armor > 0: var damage_value := ceili(damage.value * damage.armor_damage_multiplier()) _armor = max(_armor - damage_value, 0) armor_updated.emit(_armor) else: if _hull == 0: return var damage_value := ceili(damage.value * damage.hull_damage_multiplier()) _hull = max(_hull - damage_value, 0) hull_updated.emit(_hull) if _hull == 0: depleted.emit()