Refactor Enemy
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@@ -3,7 +3,6 @@ using Chickensoft.Collections;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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using static System.Net.Mime.MediaTypeNames;
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namespace GameJamDungeon
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{
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@@ -84,21 +83,21 @@ namespace GameJamDungeon
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private void AttackBox_AreaEntered(Area3D area)
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{
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var bossHitDamage = DamageCalculator.CalculateEnemyAttackDamage(GameRepo.PlayerData.CurrentDefense.Value + GameRepo.PlayerData.BonusDefense,
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BossResource,
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GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats,
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false);
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GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - Mathf.RoundToInt(bossHitDamage));
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//var bossHitDamage = DamageCalculator.CalculateEnemyAttackDamage(GameRepo.PlayerData.CurrentDefense.Value + GameRepo.PlayerData.BonusDefense,
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// BossResource,
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// GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats,
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// false);
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//GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - Mathf.RoundToInt(bossHitDamage));
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}
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private void SecondaryAttackBox_AreaEntered(Area3D area)
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{
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var bossHitDamage = DamageCalculator.CalculateEnemyAttackDamage(GameRepo.PlayerData.CurrentDefense.Value + GameRepo.PlayerData.BonusDefense,
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BossResource,
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GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats,
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false);
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var nerfDamage = bossHitDamage *= 0.25f;
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GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - Mathf.RoundToInt(nerfDamage));
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//var bossHitDamage = DamageCalculator.CalculateEnemyAttackDamage(GameRepo.PlayerData.CurrentDefense.Value + GameRepo.PlayerData.BonusDefense,
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// BossResource,
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// GameRepo.PlayerData.Inventory.EquippedArmor.Value.ArmorStats,
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// false);
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//var nerfDamage = bossHitDamage *= 0.25f;
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//GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - Mathf.RoundToInt(nerfDamage));
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Game.Player.ApplyCentralImpulseToPlayer(GlobalBasis.Z.Normalized());
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}
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@@ -118,9 +117,9 @@ namespace GameJamDungeon
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var roll = rng.Randf();
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if (roll <= GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.Luck)
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isCriticalHit = true;
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var damage = DamageCalculator.CalculateWeaponAttackDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack, BossResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
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GD.Print($"Enemy Hit for {damage} damage.");
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BossLogic.Input(new BossLogic.Input.HitByPlayer(damage));
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//var damage = DamageCalculator.CalculateWeaponAttackDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack, BossResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
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//GD.Print($"Enemy Hit for {damage} damage.");
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//BossLogic.Input(new BossLogic.Input.HitByPlayer(damage));
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}
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}
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