chore: gdformat bleed changes
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@@ -3,5 +3,6 @@ extends Resource
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var enemy: EnemyBase
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func apply(enemy: EnemyBase) -> void:
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push_error("%s does not implement apply" % self)
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@@ -11,10 +11,12 @@ var _enemy: EnemyBase
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const PUDDLE = preload("res://scenes/puddle.tscn")
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func _init(enemy: EnemyBase, bleed_damage: float, duration: float):
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damage = bleed_damage
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_timer = Timer.new()
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func apply(enemy: EnemyBase) -> void:
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enemy.effects.append(self)
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while _remaining_ticks > 0:
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@@ -26,5 +28,6 @@ func apply(enemy: EnemyBase) -> void:
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p.global_position = enemy.global_position
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enemy.effects.erase(self)
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static func _is_bleeding(enemy: EnemyBase) -> bool:
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return false
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@@ -20,7 +20,6 @@ var modifiers: Array[EnemyMod] = []
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@onready var label: Label = $HBoxContainer/Label
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@onready var effect_container: HBoxContainer = $HBoxContainer/EffectContainer
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var player: Player
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var enemy_name: String
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var target: Node2D
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@@ -34,6 +33,7 @@ var _path_update_timer: float = 0.0
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var _compute_cache: KeyedCache = KeyedCache.new()
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var _effects_visible = []
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func _ready() -> void:
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enemy_name = _gen_name()
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match enemy_rarity:
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@@ -67,6 +67,7 @@ func _find_player():
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func _gen_name() -> String:
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return "Unnamed enemy"
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func _process(delta: float) -> void:
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for effect in effects:
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if effect in _effects_visible:
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@@ -31,7 +31,6 @@ func _ready() -> void:
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add_child(weapon)
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func _physics_process(delta: float) -> void:
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if dead:
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return
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@@ -4,6 +4,7 @@ extends Node2D
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@export var color: Color = Color.CRIMSON
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@onready var base: Sprite2D = $Base
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func _ready() -> void:
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var player: Player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
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var shader = preload("res://assets/shaders/base_color_tint.gdshader")
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@@ -25,9 +25,11 @@ enum WeaponTag {
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var _player: Player
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func _ready() -> void:
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_player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
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func _on_attack_cd_timer_timeout() -> void:
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do_attack()
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@@ -87,15 +89,18 @@ func has_property(key: String) -> bool:
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return true
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return false
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func did_crit() -> bool:
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var weapon_crit = get_calculated("attack_crit_chance")
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var player_crit = _player.player_stats.get_final("crit_chance", _player.modifiers)
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return randf() >= 1 - weapon_crit + player_crit
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func did_bleed() -> bool:
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return randf() >= 1 - bleed_chance
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func base_damage() -> Array[Variant]:
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var damage = get_calculated("attack_damage")
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var is_crit := did_crit()
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@@ -9,8 +9,6 @@ const WEAPON_SWORD_PROJECTILE = preload("res://scenes/weapons/weapon_sword_proje
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signal projectile_hit(projectile: WeaponSwordProjectile, enemy: EnemyBase)
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func _ready() -> void:
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bleed_chance = 0.2
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targeting_range_shape.shape.radius = attack_range
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