Finish refactoring other than making sure bonuses appear on player stat side
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@@ -140,7 +140,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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.Handle((in EnemyLogic.Output.HitByPlayer output) =>
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{
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if (GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats.WeaponTags.Contains(WeaponTag.SelfDamage))
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GameRepo.PlayerData.CurrentHP.OnNext(GameRepo.PlayerData.CurrentHP.Value - 5);
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GameRepo.PlayerData.SetCurrentHP(GameRepo.PlayerData.CurrentHP.Value - 5);
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});
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this.Provide();
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@@ -185,7 +185,7 @@ public partial class Enemy : CharacterBody3D, IEnemy, IProvide<IEnemyLogic>
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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.CalculatePlayerDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack.Value, EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
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var damage = DamageCalculator.CalculatePlayerDamage(GameRepo.PlayerData.CurrentAttack.Value + GameRepo.PlayerData.BonusAttack, EnemyStatResource, GameRepo.PlayerData.Inventory.EquippedWeapon.Value.WeaponStats, isCriticalHit);
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GD.Print($"Enemy Hit for {damage} damage.");
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EnemyLogic.Input(new EnemyLogic.Input.HitByPlayer(damage));
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}
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