waited far too long for an initial commit but here we are
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20
PCs/Universal/ClassCards/BombLauncher/bomb.gd
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20
PCs/Universal/ClassCards/BombLauncher/bomb.gd
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extends RigidBody3D
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class_name Bomb
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@export var max_bounces := 1
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@export var damage := 10.0
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@export var explosion_range := 3.0
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var bounces := 0
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func _on_body_entered(_body: Node) -> void:
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bounces += 1
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var collided_body = get_colliding_bodies()[0].get_collision_layer_value(3)
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if bounces > max_bounces or collided_body:
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explode()
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func explode():
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for enemy in get_tree().get_nodes_in_group("Enemies"):
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if global_position.distance_to(enemy.global_position) <= explosion_range:
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enemy.damage(damage)
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queue_free()
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