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