Exp updated collisions and tougness tier
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+2
-1
@@ -171,7 +171,8 @@ func _try_enemy_kick() -> void:
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return
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# 3. Kick player directly if lower toughness and in range
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if kick_tier > 0 and to_player.length() < ENEMY_KICK_RANGE:
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#if kick_tier > 0 and to_player.length() < ENEMY_KICK_RANGE:
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if to_player.length() < ENEMY_KICK_RANGE:
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var player_toughness: int = target.get("toughness_tier") if target.get("toughness_tier") != null else 0
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if player_toughness < kick_tier:
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target.call("receive_kick", kick_dir, 35.0 + kick_tier * 8.0)
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+1
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@@ -8,7 +8,7 @@ const WALL_BOUNCE := 0.7
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var kickable_type: String = "leather"
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var kick_tier: int = 0
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var toughness_tier: int = 0
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var toughness_tier: int = 1
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var state: State = State.IDLE
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var fly_vel: Vector3 = Vector3.ZERO
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var damage_modifier: float = 0.0
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@@ -12,7 +12,7 @@ func _ready() -> void:
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tw.tween_property(self, "position:y", 0.1, 0.7)
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func _process(delta: float) -> void:
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rotation.y += delta * 1.2
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#rotation.y += delta * 1.2
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var players := get_tree().get_nodes_in_group("player")
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if players.is_empty():
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tooltip.visible = false
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@@ -6,12 +6,12 @@ static var _list: Array[Dictionary] = [
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{
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"ingredients": ["leather", "stick"],
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"result_scene": "res://scenes/LeatherBoots.tscn",
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"speed_threshold": 0.5,
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"speed_threshold": 18.0,
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},
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{
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"ingredients": ["rock", "rock"],
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"result_scene": "res://scenes/Boulder.tscn",
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"speed_threshold": 5.0,
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"speed_threshold": 18.0,
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},
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{
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"ingredients": ["stick", "stick"],
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@@ -10,7 +10,7 @@ func _ready() -> void:
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tw.tween_property(self, "position:y", 0.2, 0.7)
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func _process(delta: float) -> void:
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rotation.y += delta * 1.4
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#rotation.y += delta * 1.4
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var players := get_tree().get_nodes_in_group("player")
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if players.is_empty():
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tooltip.visible = false
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@@ -14,7 +14,7 @@ var kick_tier: int = 0
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var toughness_tier: int = 2
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var state: State = State.IDLE
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var fly_vel: Vector3 = Vector3.ZERO
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var health: float = 120.0
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var health: float = 1200.0
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var dead: bool = false
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var damage_modifier: float = 1.2
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+1
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@@ -11,7 +11,7 @@ signal health_changed(current: int, maximum: int)
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@export var max_health: int = 100
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var health: int = max_health
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var kick_tier: int = 1
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var kick_tier: int = 0
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var toughness_tier: int = 0
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var has_stick_armor: bool = false
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var has_leather_armor: bool = false
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+1
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@@ -11,7 +11,7 @@ const WALL_SELF_DMG := 0.6
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var kickable_type: String = "rock"
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var kick_tier: int = 0
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var toughness_tier: int = 1
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var toughness_tier: int = 0
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var state: State = State.IDLE
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var fly_vel: Vector3 = Vector3.ZERO
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var health: float = 60.0
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+1
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@@ -11,7 +11,7 @@ const WALL_SELF_DMG := 0.5
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var kickable_type: String = "stick"
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var kick_tier: int = 0
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var toughness_tier: int = 1
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var toughness_tier: int = 0
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var state: State = State.IDLE
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var fly_vel: Vector3 = Vector3.ZERO
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var health: float = 40.0
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