Refactor stats
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@@ -1,57 +1,39 @@
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using Chickensoft.Collections;
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using Godot;
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using Godot;
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using Zennysoft.Game.Abstractions;
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using Zennysoft.Game.Implementation.Components;
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namespace Zennysoft.Ma.Adapter;
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public interface IPlayer : IKillable
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{
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public void InitializePlayerState();
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public void Activate();
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public void Deactivate();
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public void Attack();
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public void TakeDamage(Damage damage);
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public void Knockback(float impulse);
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public void LevelUp();
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public void Move(float delta);
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public void TeleportPlayer(Transform3D newTransform);
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public void SetHealthTimerStatus(bool isActive);
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public IInventory Inventory { get; }
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public Vector3 CurrentPosition { get; }
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public Basis CurrentBasis { get; }
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public AutoProp<EquipableItem> EquippedWeapon { get; }
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public IHealthComponent HealthComponent { get; }
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public AutoProp<EquipableItem> EquippedArmor { get; }
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public IVTComponent VTComponent { get; }
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public AutoProp<EquipableItem> EquippedAccessory { get; }
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public IAttackComponent AttackComponent { get; }
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public void Equip(EquipableItem equipable);
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public IDefenseComponent DefenseComponent { get; }
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public void Unequip(EquipableItem equipable);
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public IExperiencePointsComponent ExperiencePointsComponent { get; }
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public HealthComponent HealthComponent { get; }
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public ILuckComponent LuckComponent { get; }
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public VTComponent VTComponent { get; }
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public AttackComponent AttackComponent { get; }
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public DefenseComponent DefenseComponent { get; }
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public ExperiencePointsComponent ExperiencePointsComponent { get; }
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public LuckComponent LuckComponent { get; }
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public IEquipmentComponent EquipmentComponent { get; }
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}
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@@ -1,17 +0,0 @@
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using Chickensoft.Introspection;
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using Chickensoft.Serialization;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta, Id("player_data")]
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public partial record PlayerData
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{
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[Save("player_inventory")]
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public required IInventory Inventory { get; init; }
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}
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[Meta, Id("map_data")]
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public partial record MapData
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{
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}
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