Implement attack_limit for Unit
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@ -6,6 +6,7 @@ export var unit_type : String
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export var max_health : int = 10
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export var max_health : int = 10
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export var health : int = 10
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export var health : int = 10
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export var movement_distance : int = 10
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export var movement_distance : int = 10
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export var attack_limit : int = 20
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export var height : int = 0
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export var height : int = 0
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export var water_walk : bool = false
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export var water_walk : bool = false
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export var air_walk : bool = false
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export var air_walk : bool = false
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@ -26,7 +27,7 @@ onready var Grid = get_node("../Grid")
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func start_turn():
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func start_turn():
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attack_points = 0
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attack_points = attack_limit
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movement_points = movement_distance
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movement_points = movement_distance
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_has_sent_turn_completed = false
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_has_sent_turn_completed = false
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@ -77,7 +78,7 @@ func move(movement : Vector2):
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z_index = 100
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z_index = 100
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func attack(damage : float, points : int, pattern : PoolVector2Array): #TODO
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func attack(damage : int, points : int, pattern : PoolVector2Array): #TODO
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if attack_points != 0:
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if attack_points != 0:
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#change animation to attacking
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#change animation to attacking
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$AnimationPlayer.play("Attack front")
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$AnimationPlayer.play("Attack front")
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@ -105,8 +106,6 @@ func _physics_process(delta: float) -> void:
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position.x = move_toward(position.x, _target_position.x, 800 * delta)
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position.x = move_toward(position.x, _target_position.x, 800 * delta)
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position.y = move_toward(position.y, _target_position.y, 800 * delta)
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position.y = move_toward(position.y, _target_position.y, 800 * delta)
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attack_points = false
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if attack_points == 0 && movement_points == 0 && not _has_sent_turn_completed:
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if attack_points == 0 && movement_points == 0 && not _has_sent_turn_completed:
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emit_signal("turn_completed")
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emit_signal("turn_completed")
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_has_sent_turn_completed = true
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_has_sent_turn_completed = true
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