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58
Gameplay/Cog.cs
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58
Gameplay/Cog.cs
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using Godot;
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using System;
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public partial class Cog : Node2D
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{
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[Export]
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public int Aptitude = 10, Agility = 10, Ardor = 10, Accuity = 10, Awareness = 10, Appeal = 10;
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public bool _dead;
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public int _health, _healthMax, _energy, _energyMax, _stamina, _staminaMax, _burden, _turnBandwidth, _turnBandwidthMax, _battleBandwidth, _criticalChance;
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public override void _Ready()
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{
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_dead = false;
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_health = Ardor * 12;
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_healthMax = _health;
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_energy = Accuity * 12;
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_energyMax = _energy;
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_stamina = Agility * 12;
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_staminaMax = _stamina;
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_burden = Appeal / 12;
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_turnBandwidth = (int)(Awareness * 2 / 3);
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_turnBandwidthMax = _turnBandwidth;
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_battleBandwidth = _turnBandwidthMax * 4;
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_criticalChance = 10;
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}
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public void Attack(Marble target)
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{
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Marble marble = GetNode<Marble>("Marble");
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if (marble.Launched)
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{
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target.DefenseChange(-3);
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}
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}
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public void HealthChange(int change)
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{
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_health += change;
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if (_health < 0)
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{
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_dead = true;
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}
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}
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public void HoldMarble()
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{
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Marble marble = GetNode<Marble>("Marble");
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marble.Holding = true;
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}
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public void PlaceMarble(Vector2 position)
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{
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Marble marble = GetNode<Marble>("Marble");
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marble.Start(position);
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}
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}
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