feat: difficulty weight calculated as number of enemies to kill before increase
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@ -5,7 +5,7 @@
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[sub_resource type="GDScript" id="GDScript_qot2n"]
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[sub_resource type="GDScript" id="GDScript_qot2n"]
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script/source = "extends EnemyWretched
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script/source = "extends EnemyWretched
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@export var difficulty_weight : float = 0.25
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@export var difficulty_weight : float = 10
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func _on_health_status_death() -> void:
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func _on_health_status_death() -> void:
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%StateMachine.process_mode = Node.PROCESS_MODE_DISABLED
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%StateMachine.process_mode = Node.PROCESS_MODE_DISABLED
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@ -13,7 +13,7 @@ func _on_health_status_death() -> void:
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$wretched/AnimationPlayer.play(\"death\")
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$wretched/AnimationPlayer.play(\"death\")
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$CollisionShape3D.disabled = true
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$CollisionShape3D.disabled = true
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set_movement_direction(Vector2())
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set_movement_direction(Vector2())
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get_unit().region.raise_difficulty(difficulty_weight)
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get_unit().region.raise_difficulty(1.0 / difficulty_weight)
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"
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"
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ng1ul"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_ng1ul"]
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