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extends MapLogic
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class_name ShipLogic
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var roomList: Array[BasicRoom]
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var power: bool = true
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var hullBreached: bool = false
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const HULL_BREACHED_CONDITION_DROP_SPEED: float = 0.8
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var shipCondition: float = 100.0
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var shipFuel: float = 100.0
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@export var anouncerVoiceEmitter: FmodEventEmitter3D
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@export var controllRoom: ControlRoom
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@export var breakableRoom: CorridorDeadEndBreakable
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func _process(delta: float) -> void:
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finishAstarSetup()
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if Multiplayer.alivePlayerDict.size() == 0:
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looseMission()
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if hullBreached:
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shipCondition -= HULL_BREACHED_CONDITION_DROP_SPEED * delta
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updateShipConditionScreen()
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func addRoomToRoomList(room: BasicRoom):
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roomList.push_back(room)
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func updateLights():
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for room in roomList:
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room.showLights(power)
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func collisionWithAstroid():
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onCollision.emit()
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hullBreached = true
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shipCondition -= 10
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if breakableRoom:
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breakableRoom.updateWallVisibility(false)
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if anouncerVoiceEmitter:
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anouncerVoiceEmitter.play_one_shot()
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func updateShipConditionScreen():
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if controllRoom:
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controllRoom.shipConditionDisplayNumber = clamp(shipCondition + 1,0,100)
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extends BasicRoom
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class_name CorridorShort
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var gridSlots: Array[Vector2] = [Vector2(0,0),Vector2(1,0)]
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var doorSlots: Array[Vector3] = [Vector3(0,0,3),Vector3(1,0,1)]
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var scenePath = "res://SpaceshipRooms/Corridors/CorridorShort.tscn"
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@@ -0,0 +1,6 @@
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*.dll
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*.a
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*.dylib
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*.so
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*.xcframework
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!libs/
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