feat: shared creature root, enemy definitions, defend duty, and player downing
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@@ -44,8 +44,15 @@ func _resolve_references() -> void:
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func _physics_process(delta: float) -> void:
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if not _references_resolved:
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_resolve_references()
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if simulation_manager != null and simulation_manager.has_method("update_player_combatant"):
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simulation_manager.update_player_combatant(player.global_position)
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attack_timer = maxf(attack_timer - delta, 0.0)
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dash_timer = maxf(dash_timer - delta, 0.0)
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if _player_is_downed():
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attack_timer = 0.0
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dash_timer = 0.0
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dashing = false
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return
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if dashing:
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player.velocity = dash_velocity
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if dash_timer <= 0.0:
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@@ -58,6 +65,14 @@ func _physics_process(delta: float) -> void:
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_perform_dash()
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func _player_is_downed() -> bool:
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return (
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simulation_manager != null
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and simulation_manager.has_method("player_is_downed")
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and simulation_manager.player_is_downed()
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)
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func _perform_attack() -> void:
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attack_timer = attack_cooldown_seconds
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_play_swing()
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