Refactor Player class to use components, also use components in Enemy class types and fiddle with boss structure
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@@ -98,7 +98,7 @@ public class EffectService
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var currentEnemies = currentRoom.EnemiesInRoom;
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//foreach (var enemy in currentEnemies)
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// enemy.SetCurrentHP(enemy.GetMaximumHP());
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_player.Stats.SetCurrentHP(_player.Stats.MaximumHP.Value);
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_player.HealthComponent.SetHealth(_player.HealthComponent.MaximumHP.Value);
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}
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public void AbsorbHPFromAllEnemiesInRoom()
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@@ -112,7 +112,7 @@ public class EffectService
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var hpToAbsorb = 0.0;
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//foreach (var enemy in currentEnemies)
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// hpToAbsorb += enemy.CurrentHP.Value * 0.05;
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_player.Stats.SetCurrentHP(_player.Stats.CurrentHP.Value + (int)hpToAbsorb);
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_player.HealthComponent.Heal((int)hpToAbsorb);
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GD.Print("HP to absorb: " + hpToAbsorb);
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}
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@@ -133,11 +133,11 @@ public class EffectService
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public void SwapHPandVT()
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{
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var oldHp = _player.Stats.CurrentHP.Value;
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var oldVt = _player.Stats.CurrentVT.Value;
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var oldHp = _player.HealthComponent.CurrentHP.Value;
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var oldVt = _player.VTComponent.CurrentVT.Value;
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_player.Stats.SetCurrentHP(oldVt);
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_player.Stats.SetCurrentVT(oldHp);
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_player.HealthComponent.SetHealth(oldVt);
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_player.VTComponent.SetVT(oldHp);
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}
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public void RandomEffect(EffectItem item)
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@@ -157,7 +157,7 @@ public class EffectService
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var currentWeapon = (Weapon)_player.EquippedWeapon.Value;
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currentWeapon.IncreaseWeaponAttack(1);
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_player.ModifyBonusAttack(1);
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//_player.ModifyBonusAttack(1);
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}
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public void RaiseCurrentArmorDefense()
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@@ -167,7 +167,7 @@ public class EffectService
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var currentArmor = (Armor)_player.EquippedArmor.Value;
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currentArmor.IncreaseArmorDefense(1);
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_player.ModifyBonusDefense(1);
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_player.DefenseComponent.RaiseBonusDefense(1);
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}
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public void RaiseLevel()
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