fixed the parity between air and land enemies. +added a lot of new cards
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@@ -10,6 +10,7 @@ var alive = true
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@export var status_manager : StatusEffector
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var movement_speed
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var movement_speed_penalty := 1.0
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var progress := 0.0
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var progress_ratio := 0.0
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var destination : Node3D
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@@ -28,8 +29,8 @@ func damage(amount):
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func _physics_process(delta: float) -> void:
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progress += movement_speed * delta
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velocity = global_position.direction_to(destination.global_position) * movement_speed
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progress += (movement_speed * clampf(movement_speed_penalty, 0.0, 1.0)) * delta
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velocity = global_position.direction_to(destination.global_position) * (movement_speed * clampf(movement_speed_penalty, 0.0, 1.0))
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move_and_slide()
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if global_position.distance_to(destination.global_position) <= 1.0:
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reached_goal.emit(stats, stats.penalty)
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