Rework enemy behavior (still in progress but shouldn't crash)
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@@ -2,6 +2,7 @@ using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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using Zennysoft.Ma.Adapter;
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using Zennysoft.Ma.Adapter.Entity;
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namespace Zennysoft.Game.Ma;
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@@ -107,21 +108,22 @@ public partial class ThrownItem : RigidBody3D
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{
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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.Value - 1, ignoreDefense: true, ignoreElementalResistance: true);
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break;
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//case ThrowableItemTag.LowerTargetTo1HP:
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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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break;
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case ThrowableItemTag.WarpToExitIfFound:
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_effectService.WarpToExit(enemy);
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break;
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default:
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enemy.TakeDamage(throwableItem.ThrowDamage, throwableItem.ElementType);
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var damageDealt = DamageCalculator.CalculateDamage(new Damage(throwableItem.ThrowDamage, throwableItem.ElementType, false, false, false), 10, new ElementalResistanceSet(0, 0, 0, 0, 0));
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enemy.TakeDamage(damageDealt);
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break;
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}
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}
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else
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enemy.TakeDamage(ItemThatIsThrown.ThrowDamage);
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{
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var damageDealt = DamageCalculator.CalculateDamage(new Damage(ItemThatIsThrown.ThrowDamage, ElementType.None, false, false, false), 10, new ElementalResistanceSet(0, 0, 0, 0, 0));
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enemy.TakeDamage(damageDealt);
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}
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}
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}
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