🐛 Fix buges
This commit is contained in:
29
Scripts/Brick.cs
Normal file
29
Scripts/Brick.cs
Normal file
@ -0,0 +1,29 @@
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using Godot;
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namespace AceField.Scripts;
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public partial class Brick : StaticBody2D
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{
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[Export] public int MaxDecayProgress = 50;
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[Export] public int DecayProgress;
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public override void _Ready()
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{
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DecayProgress = MaxDecayProgress;
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GetNode<Timer>("DecayTimer").Timeout += () =>
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{
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DecayProgress--;
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if (DecayProgress > 0) return;
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GetNode<Timer>("DecayTimer").Stop();
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QueueFree();
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};
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}
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public override void _Process(double delta)
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{
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var sprite = GetNode<Sprite2D>("Sprite2D");
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sprite.SelfModulate = new Color(sprite.SelfModulate, (float)DecayProgress / MaxDecayProgress);
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}
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}
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@ -17,10 +17,10 @@ public partial class Bullet : Area2D
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BodyEntered += body =>
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{
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if (body is not Player player || player.PlayerId == PlayerId) return;
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if (body is Player p)
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if (body is Player player)
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{
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p.TakeDamage(Damage);
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if (player.PlayerId == PlayerId) return;
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player.TakeDamage(Damage);
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}
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QueueFree();
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@ -46,12 +46,7 @@ public partial class PlayerInput : MultiplayerSynchronizer
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Rpc(nameof(Shoot));
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if (Input.IsActionJustPressed("weapon_reload"))
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Rpc(nameof(Reload));
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}
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public override void _Input(InputEvent evt)
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{
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if (!IsCurrentPlayer) return;
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if (evt is InputEventMouseButton { Pressed: true })
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if (Input.IsActionJustPressed("skill_place_tile"))
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Rpc(nameof(Build));
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}
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}
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@ -6,185 +6,195 @@ namespace AceField.Scripts;
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public partial class Player : CharacterBody2D
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{
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private int _currentPlayerId = 1;
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private int _currentPlayerId = 1;
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[Export] public float MaxSpeed = 400f;
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[Export] public float Acceleration = 500f;
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[Export] public float Deceleration = 500f;
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[Export] public float RotationSpeed = 5f;
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[Export] public float MaxSpeed = 400f;
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[Export] public float Acceleration = 500f;
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[Export] public float Deceleration = 500f;
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[Export] public float RotationSpeed = 5f;
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[Export] public int Reach = 5;
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[Export] public int Reach = 5;
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[Export] public double Health = 100;
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[Export] public double MaxHealth = 100;
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[Export] public double ActionPoints = 20;
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[Export] public double MaxActionPoints = 20;
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[Export] public double AmmoAmount = 30;
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[Export] public double MaxAmmoAmount = 30;
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[Export] public double Health = 100;
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[Export] public double MaxHealth = 100;
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[Export] public double ActionPoints = 20;
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[Export] public double MaxActionPoints = 20;
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[Export] public int AmmoAmount = 30;
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[Export] public int MaxAmmoAmount = 30;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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[Export] public Camera2D PlayerCamera;
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[Export] public PlayerInput PlayerInput;
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[Export] public float PlayerDashAcceleration = 2f;
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[Export] public float PlayerDashAcceleration = 2f;
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[Export] public PackedScene BulletScene;
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[Export] public PackedScene TileScene;
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[Export] public float TileSize;
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[Export] public PackedScene BulletScene;
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[Export] public PackedScene TileScene;
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[Export] public string PlayerName;
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[Export] public float TileSize;
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[Export]
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public int PlayerId
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{
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get => _currentPlayerId;
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set
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{
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_currentPlayerId = value;
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PlayerInput.SetMultiplayerAuthority(value);
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}
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}
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[Export] public string PlayerName;
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public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
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[Export]
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public int PlayerId
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{
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get => _currentPlayerId;
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set
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{
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_currentPlayerId = value;
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PlayerInput.SetMultiplayerAuthority(value);
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}
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}
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public bool IsReloading
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=> !GetNode<Timer>("ReloadTimer").IsStopped();
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public bool IsCurrentPlayer => _currentPlayerId == Multiplayer.GetUniqueId();
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public double TimeRemainingOfReload
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=> GetNode<Timer>("ReloadTimer").TimeLeft;
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public bool IsReloading
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=> !GetNode<Timer>("ReloadTimer").IsStopped();
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public override void _Ready()
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{
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Health = MaxHealth;
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ActionPoints = MaxActionPoints;
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public double TimeRemainingOfReload
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=> GetNode<Timer>("ReloadTimer").TimeLeft;
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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public override void _Ready()
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{
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Health = MaxHealth;
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ActionPoints = MaxActionPoints;
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PlayerName ??= $"Player#{PlayerId}";
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GetNode<Label>("Overlay/NameTag").Text = PlayerName;
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if (PlayerId == Multiplayer.GetUniqueId())
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PlayerCamera.Enabled = true;
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GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
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PlayerName ??= $"Player#{PlayerId}";
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GetNode<Label>("Overlay/NameTag").Text = PlayerName;
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GetNode<Timer>("ReloadTimer").Timeout += () =>
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{
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AmmoAmount = MaxAmmoAmount;
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PlayerInput.IsReloading = false;
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};
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}
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GetNode<ProgressBar>("Overlay/HealthBar").Value = Health / MaxHealth * 100;
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public override void _Process(double delta)
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{
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if (PlayerInput.IsShooting)
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{
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PlayerInput.IsShooting = false;
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Shoot();
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}
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GetNode<Timer>("ReloadTimer").Timeout += () =>
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{
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AmmoAmount = MaxAmmoAmount;
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PlayerInput.IsReloading = false;
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};
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}
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if (PlayerInput.IsReloading)
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{
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var timer = GetNode<Timer>("ReloadTimer");
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if (timer.IsStopped())
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{
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AmmoAmount = 0;
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timer.Start();
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}
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}
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public override void _Process(double delta)
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{
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if (PlayerInput.IsShooting)
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{
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PlayerInput.IsShooting = false;
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if (PlayerInput.IsBuilding)
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{
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PlayerInput.IsBuilding = false;
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var target = GetGlobalMousePosition();
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var distance = Position.DistanceTo(target);
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if (distance <= Reach * TileSize)
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{
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var name = GD.Randi();
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Rpc(nameof(AddTile), target, name.ToString());
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}
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}
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}
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var name = GD.Randi();
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Rpc(nameof(Shoot), name.ToString());
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}
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public override void _PhysicsProcess(double delta)
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{
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var input = PlayerInput.MovementDirection;
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if (PlayerInput.IsReloading)
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{
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if (AmmoAmount == MaxAmmoAmount)
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{
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PlayerInput.IsReloading = false;
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}
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else
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{
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var timer = GetNode<Timer>("ReloadTimer");
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if (timer.IsStopped())
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{
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AmmoAmount = 0;
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timer.Start();
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}
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}
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}
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if (input != Vector2.Zero)
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{
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input = input.Normalized();
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Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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if (PlayerInput.IsBuilding)
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{
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PlayerInput.IsBuilding = false;
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var centre = GetNode<Node2D>("RotationCentre");
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var finalRotation = input.Angle() + Mathf.Pi / 2;
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centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
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}
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else
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{
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Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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var target = GetGlobalMousePosition();
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var distance = Position.DistanceTo(target);
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if (distance <= Reach * TileSize)
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{
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var name = GD.Randi();
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if (GetParent<World>().GetTileByPosition<Node2D>(target) == null)
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Rpc(nameof(AddTile), target, PlayerId, name.ToString());
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}
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}
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}
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var dashCountdown = GetNode<Timer>("DashCountdown");
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if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
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ActionPoints--;
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dashCountdown.Start();
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}
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public override void _PhysicsProcess(double delta)
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{
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var input = PlayerInput.MovementDirection;
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Position += Velocity * (float)delta;
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MoveAndSlide();
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}
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if (input != Vector2.Zero)
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{
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input = input.Normalized();
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Velocity = Velocity.MoveToward(input * MaxSpeed, Acceleration * (float)delta);
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public void TakeDamage(double damage)
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{
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Rpc(nameof(GotDamage), damage);
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}
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private void Shoot()
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{
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if (AmmoAmount <= 0) return;
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var centre = GetNode<Node2D>("RotationCentre");
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var finalRotation = input.Angle() + Mathf.Pi / 2;
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centre.Rotation = Mathf.LerpAngle(centre.Rotation, finalRotation, RotationSpeed * (float)delta);
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}
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else
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{
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Velocity = Velocity.MoveToward(Vector2.Zero, Deceleration * (float)delta);
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}
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var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
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var projectile = BulletScene.Instantiate<Bullet>();
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projectile.Transform = marker.GlobalTransform;
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projectile.PlayerId = PlayerId;
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var dashCountdown = GetNode<Timer>("DashCountdown");
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if (PlayerInput.IsDashing && dashCountdown.IsStopped() && ActionPoints > 0)
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{
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PlayerInput.IsDashing = false;
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Velocity *= PlayerDashAcceleration;
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ActionPoints--;
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dashCountdown.Start();
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}
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GetParent().AddChild(projectile);
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AmmoAmount--;
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}
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Position += Velocity * (float)delta;
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MoveAndSlide();
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void GotDamage(double damage)
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{
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var protection = GetNode<Timer>("ProtectionCountdown");
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public void TakeDamage(double damage)
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{
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Rpc(nameof(GotDamage), damage);
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}
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if (protection.IsStopped())
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{
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Health -= damage;
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void Shoot(string name)
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{
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if (AmmoAmount <= 0) return;
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var tween = CreateTween();
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var bar = GetNode<ProgressBar>("Overlay/HealthBar");
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tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
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var marker = GetNode<Marker2D>("RotationCentre/Muzzle");
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var projectile = BulletScene.Instantiate<Bullet>();
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projectile.Name = $"Bullet@{name}";
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projectile.Transform = marker.GlobalTransform;
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projectile.PlayerId = PlayerId;
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protection.Start();
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}
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GetParent().AddChild(projectile);
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AmmoAmount--;
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}
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var shakableCamera = GetNode<CameraShake>("Camera2D");
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shakableCamera.AddTrauma(0.5f);
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}
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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public void AddTile(Vector2 pos, int playerId, string name)
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{
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var tiles = GetParent<World>();
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var tileVec = new Vector2(50, 50);
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var instance = TileScene.Instantiate<Node2D>();
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instance.SetMultiplayerAuthority(playerId);
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instance.Name = $"Brick@{name}";
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instance.Position = pos.Snapped(tileVec);
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tiles.AddChild(instance);
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}
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[Rpc(mode: MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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public void AddTile(Vector2 pos, string name)
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{
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if (GetParent<World>().GetTileByPosition<Node2D>(pos) != null) return;
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[Rpc(MultiplayerApi.RpcMode.AnyPeer, CallLocal = true)]
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private void GotDamage(double damage)
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{
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var protection = GetNode<Timer>("ProtectionCountdown");
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var tiles = GetParent<World>();
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var tileVec = new Vector2(50, 50);
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var instance = TileScene.Instantiate<Node2D>();
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instance.Name = $"Brick@{name}";
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instance.Position = pos.Snapped(tileVec);
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tiles.AddChild(instance);
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}
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}
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if (protection.IsStopped())
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{
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Health -= damage;
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var tween = CreateTween();
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var bar = GetNode<ProgressBar>("Overlay/HealthBar");
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tween.TweenProperty(bar, "value", Health / MaxHealth * 100, 0.3);
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protection.Start();
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}
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var shakableCamera = GetNode<CameraShake>("Camera2D");
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shakableCamera.AddTrauma(0.5f);
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}
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}
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Block a user