Revamp boss logic
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@@ -31,8 +31,12 @@ public partial class ThrownItem : RigidBody3D
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private void ThrownItem_BodyEntered(Node body)
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{
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if (body is IEnemy enemy)
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{
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CalculateEffect(enemy);
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QueueFree();
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QueueFree();
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}
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else if (ItemThatIsThrown is ThrowableItem)
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QueueFree();
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}
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public void Throw(EffectService effectService)
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@@ -85,7 +89,7 @@ public partial class ThrownItem : RigidBody3D
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switch (throwableItem.ThrowableItemTag)
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{
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case ThrowableItemTag.LowerTargetTo1HP:
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enemy.TakeDamage(enemy.CurrentHP - 1, ignoreDefense: true, ignoreElementalResistance: true);
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enemy.TakeDamage(enemy.CurrentHP.Value - 1, ignoreDefense: true, ignoreElementalResistance: true);
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break;
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case ThrowableItemTag.TeleportToRandomLocation:
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_effectService.TeleportToRandomRoom(enemy);
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@@ -99,6 +103,6 @@ public partial class ThrownItem : RigidBody3D
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}
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}
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else
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enemy.TakeDamage(((InventoryItem)ItemThatIsThrown).ThrowDamage);
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enemy.TakeDamage(ItemThatIsThrown.ThrowDamage);
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}
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}
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