feat: renamed get_target_dead to get_is_target_dead
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@ -11,7 +11,7 @@ void UnitWorldState::_bind_methods() {
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#define CLASSNAME UnitWorldState
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GDSIGNAL("attention_changed");
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GDFUNCTION(get_can_see_target);
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GDFUNCTION(get_target_dead);
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GDFUNCTION(get_is_target_dead);
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GDFUNCTION(get_is_at_target);
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GDFUNCTION(get_target_node);
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}
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@ -38,7 +38,7 @@ bool UnitWorldState::get_is_at_target() const {
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return (target - current).length_squared() < min_dist * min_dist;
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}
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bool UnitWorldState::get_target_dead() const {
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bool UnitWorldState::get_is_target_dead() const {
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return false;
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}
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@ -2,7 +2,7 @@
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#define UNIT_WORLD_STATE_HPP
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#include "goap/actor_world_state.hpp"
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#include "godot_cpp/classes/navigation_agent3d.hpp"
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#include <godot_cpp/classes/navigation_agent3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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class Unit;
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@ -14,7 +14,7 @@ public:
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virtual void _enter_tree() override;
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bool get_can_see_target() const;
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bool get_is_at_target() const;
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bool get_target_dead() const;
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bool get_is_target_dead() const;
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void set_target_node(gd::Node3D *node);
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gd::Node3D *get_target_node() const;
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