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69
Gameplay/Shark.cs
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69
Gameplay/Shark.cs
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using Godot;
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using System;
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using System.Collections.Generic;
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public partial class Shark : Node2D
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{
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public bool _dead;
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public int _aptitude, _agility, _ardor, _accuity, _awareness, _appeal, _health, _healthMax, _energy, _energyMax, _stamina, _staminaMax, _burden, _turnBandwidth, _turnBandwidthMax, _battleBandwidth, _criticalChance;
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public string _name;
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public SharkHud _hud;
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public List<Ball> _balls = new();
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public override void _Ready()
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{
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_name = "Sample Cog";
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_dead = false;
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_aptitude = 10; // ball launch speed / strength
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_agility = 10; // ball launch stamina
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_ardor = 10; // ball defense
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_accuity = 10; // ball
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_awareness = 10;
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_appeal = 10;
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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(Ball target)
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{
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Ball ball = GetNode<Ball>("Ball");
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if (ball._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 HoldBall()
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{
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Ball ball = GetNode<Ball>("Ball");
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ball._holding = true;
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}
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public void PlaceBall(Vector2 position)
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{
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Ball ball = GetNode<Ball>("Ball");
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ball.Start(position);
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}
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}
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