Refactored jet factory; added ControllerCommand enum to remove magic strings
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@@ -1,69 +1,63 @@
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class_name JetFactory extends Node
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const JET = preload("res://scenes/jet.tscn")
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var ALLIES_JET: EaglePlus = EaglePlus.new()
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var AXIS_JET: SakerFalcon = SakerFalcon.new()
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var NEUTRAL_JET: EaglePlus = EaglePlus.new()
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const JET = preload("res://scenes/jet.tscn")
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func _ready() -> void:
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pass
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func _get_jet_type(faction: int) -> Jet:
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if faction == Globals.FACTION.ALLIES:
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return create_allies_jet()
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if faction == Globals.FACTION.AXIS:
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return create_axis_jet()
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if faction == Globals.FACTION.NEUTRAL:
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return create_neutral_jet()
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var jet: Jet = null
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return create_neutral_jet()
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if faction == Globals.Faction.ALLIES:
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jet = create_allies_jet()
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elif faction == Globals.Faction.AXIS:
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jet = create_axis_jet()
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elif faction == Globals.Faction.NEUTRAL:
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jet = create_neutral_jet()
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else:
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jet = create_neutral_jet()
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get_tree().root.add_child.call_deferred(jet)
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await jet.ready
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return jet
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func create_player_jet(faction: int = 0) -> Jet:
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var jet: Jet = _get_jet_type(faction)
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get_tree().root.add_child.call_deferred(jet)
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await jet.ready
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var jet: Jet = await _get_jet_type(faction)
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jet.set_as_player()
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return jet
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func create_cpu_jet(faction: int = 0) -> Jet:
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var jet = _get_jet_type(faction)
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get_tree().root.add_child.call_deferred(jet)
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await jet.ready
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var jet = await _get_jet_type(faction)
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jet.set_as_cpu()
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return jet
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func create_neutral_jet() -> Jet:
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var jet = JET.new()
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jet.add_child( NEUTRAL_JET.MODEL.instantiate() )
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jet.faction = Globals.FACTION.NEUTRAL
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jet.control_frame = NEUTRAL_JET
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return jet
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return create_jet_frame(
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Globals.Faction.NEUTRAL, EaglePlus.new()
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)
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func create_allies_jet() -> Jet:
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var jet = JET.instantiate()
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jet.add_child( ALLIES_JET.MODEL.instantiate() )
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jet.faction = Globals.FACTION.ALLIES
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jet.control_frame = ALLIES_JET
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return jet
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return create_jet_frame(
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Globals.Faction.ALLIES, EaglePlus.new()
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)
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func create_axis_jet() -> Jet:
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return create_jet_frame(
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Globals.Faction.AXIS, SakerFalcon.new()
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)
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func create_jet_frame(faction: Globals.Faction, frame: BaseJet) -> Jet:
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var jet = JET.instantiate()
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jet.add_child( AXIS_JET.MODEL.instantiate() )
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jet.faction = Globals.FACTION.AXIS
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jet.control_frame = AXIS_JET
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jet.add_child( frame.MODEL.instantiate() )
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jet.faction = faction
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jet.control_frame = frame
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return jet
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@@ -16,4 +16,4 @@ const MODES: Dictionary = {
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func _ready() -> void:
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#MODES[mode].instantiate()
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jet_factory.create_player_jet(Globals.FACTION.ALLIES)
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jet_factory.create_player_jet(Globals.Faction.ALLIES)
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@@ -13,26 +13,27 @@ const PLAYER_MODE: int = 1
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@onready var player: Player = $player
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func process(delta: float) -> String:
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func process(delta: float) -> Globals.ControllerCommand:
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if CPU_MODE == control_mode:
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return cpu.process(delta)
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elif PLAYER_MODE == control_mode:
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return player.process(delta)
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return ""
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return Globals.ControllerCommand.NONE
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func physics_process(delta: float) -> String:
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func physics_process(delta: float) -> Globals.ControllerCommand:
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if CPU_MODE == control_mode:
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return cpu.physics_process(delta)
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elif PLAYER_MODE == control_mode:
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return player.physics_process(delta)
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return ""
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return Globals.ControllerCommand.NONE
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func unhandled_input(event: InputEvent) -> String:
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func unhandled_input(event: InputEvent) -> Globals.ControllerCommand:
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if CPU_MODE == control_mode:
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return cpu.unhandled_input(event)
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elif PLAYER_MODE == control_mode:
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return player.unhandled_input(event)
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return ""
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return Globals.ControllerCommand.NONE
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@@ -1,11 +1,11 @@
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class_name CPU extends Node
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func process(_delta: float) -> String:
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return ""
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func process(_delta: float) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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func physics_process(_delta: float) -> String:
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return ""
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func physics_process(_delta: float) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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func unhandled_input(_event: InputEvent) -> String:
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return ""
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func unhandled_input(_event: InputEvent) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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@@ -1,28 +1,28 @@
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class_name Player extends Node
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func process(_delta: float) -> String:
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func process(_delta: float) -> Globals.ControllerCommand:
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if Input.is_action_pressed("pull_up"):
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return "pull_up"
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return Globals.ControllerCommand.PULL_UP
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if Input.is_action_pressed("push_down"):
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return "push_down"
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return Globals.ControllerCommand.PUSH_DOWN
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if Input.is_action_pressed("yaw_left"):
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return "yaw_left"
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return Globals.ControllerCommand.YAW_LEFT
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if Input.is_action_pressed("yaw_right"):
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return "yaw_right"
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return Globals.ControllerCommand.YAW_RIGHT
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if Input.is_action_pressed("roll_left"):
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return "roll_left"
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return Globals.ControllerCommand.ROLL_LEFT
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if Input.is_action_pressed("roll_right"):
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return "roll_right"
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return Globals.ControllerCommand.ROLL_RIGHT
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if Input.is_action_pressed("throttle_up"):
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return "throttle_up"
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return Globals.ControllerCommand.THROTTLE_UP
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if Input.is_action_pressed("throttle_down"):
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return "throttle_down"
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return Globals.ControllerCommand.THROTTLE_DOWN
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return ""
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return Globals.ControllerCommand.NONE
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func physics_process(_delta: float) -> String:
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return ""
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func physics_process(_delta: float) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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func unhandled_input(_event: InputEvent) -> String:
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return ""
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func unhandled_input(_event: InputEvent) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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@@ -1,7 +1,7 @@
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class_name BaseJet extends Node
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var CONFLICT_SIDE = Globals.FACTION.NEUTRAL
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var CONFLICT_SIDE = Globals.Faction.NEUTRAL
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var HEALTH: int = 100
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var YAW_SPEED: int = 50
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@@ -14,28 +14,28 @@ var speed: float = float(MIN_SPEED)
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func do_action(
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action: String,
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action: Globals.ControllerCommand,
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delta: float,
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jet: Jet
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) -> void:
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var change_rate: float = deg_to_rad(1) * delta
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match action:
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"pull_up":
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Globals.ControllerCommand.PULL_UP:
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pull_up(change_rate, jet)
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"push_down":
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Globals.ControllerCommand.PUSH_DOWN:
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push_down(change_rate, jet)
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"yaw_left":
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Globals.ControllerCommand.YAW_LEFT:
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yaw_left(change_rate, jet)
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"yaw_right":
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Globals.ControllerCommand.YAW_RIGHT:
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yaw_right(change_rate, jet)
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"roll_left":
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Globals.ControllerCommand.ROLL_LEFT:
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roll_left(change_rate, jet)
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"roll_right":
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Globals.ControllerCommand.ROLL_RIGHT:
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roll_right(change_rate, jet)
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"throttle_up":
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Globals.ControllerCommand.THROTTLE_UP:
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throttle_up(delta)
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"throttle_down":
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Globals.ControllerCommand.THROTTLE_DOWN:
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throttle_down(delta)
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_:
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pass
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@@ -63,3 +63,8 @@ func throttle_up(delta: float) -> void:
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func throttle_down(delta: float) -> void:
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speed = move_toward(speed, MIN_SPEED, ACCELERATION * delta)
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#func cpu_fly_at(change_rate: float, jet: Jet):
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# jet.rotate_toward(...)
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# NOTE: example to consider
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# runner_visual.angle = rotate_toward(runner_visual.angle, direction.orthogonal().angle(), 8.0 * delta)
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@@ -5,7 +5,7 @@ const MODEL = preload("uid://cfcid44xnsbdt")
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func _init() -> void:
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CONFLICT_SIDE = Globals.FACTION.ALLIES
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CONFLICT_SIDE = Globals.Faction.ALLIES
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HEALTH = 100
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YAW_SPEED = 50
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ROLL_SPEED = 100
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@@ -5,7 +5,7 @@ const MODEL = preload("uid://d07rxx62esueq")
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func _init() -> void:
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CONFLICT_SIDE = Globals.FACTION.AXIS
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CONFLICT_SIDE = Globals.Faction.AXIS
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HEALTH = 100
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YAW_SPEED = 50
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ROLL_SPEED = 100
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