Reorganized files, started splitting up unit
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56
scripts/units/unit.gd
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56
scripts/units/unit.gd
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class_name Unit extends Node2D
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enum UnitState { ALIVE, DEAD }
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#region Templates
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@export var stat_template: UnitStats
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@export var info_template: UnitInfo
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@export var allegiance_template: UnitAllegiance
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@export var tactics: Array[CombatTactic] = []
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#endregion
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var current_stats: UnitStats
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var current_info: UnitInfo
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var current_allegiance: UnitAllegiance
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var state: UnitState = UnitState.ALIVE
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signal unit_selected_changed(unit: Unit, selected: bool)
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signal unit_allegiance_changed(unit: Unit, allegiance: UnitAllegiance)
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signal unit_died(unit: Unit)
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func _ready() -> void:
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current_stats = stat_template.duplicate(true)
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current_info = info_template.duplicate(true)
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current_allegiance = allegiance_template.duplicate(true)
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_append_builtin_tactics()
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unit_allegiance_changed.emit(self, current_allegiance)
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func _append_builtin_tactics() -> void:
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var attack := AttackCombatTactic.new()
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attack.tactic_name = "Attack"
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attack.tactic_range = UnitMatchingCombatTacticRange.new()
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tactics.append(attack)
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var defend := DefendCombatTactic.new()
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defend.tactic_name = "Defend"
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defend.tactic_range = AnyCombatTacticRange.new()
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tactics.append(defend)
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func set_selected(selected: bool) -> void:
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unit_selected_changed.emit(self, selected)
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func is_alive() -> bool:
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return state == UnitState.ALIVE
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func take_damage(amount: int) -> void:
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if state != UnitState.ALIVE:
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return
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current_stats.current_hp -= amount
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if current_stats.current_hp <= 0:
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current_stats.current_hp = 0
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_die()
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func _die() -> void:
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state = UnitState.DEAD
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unit_died.emit(self)
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queue_free()
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