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Razoric480 avatar Razoric480 commented on August 11, 2024

For the GSAIKinematicBodyAgent2D, it'll need to be via the stat_changed signal, since those values are built into the steering framework.

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Hansel-Dsilva avatar Hansel-Dsilva commented on August 11, 2024

Seems like a serious bug. Any advice on how to go about debugging this? Perhaps I can compare the code with that before the refactor commit.

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NathanLovato avatar NathanLovato commented on August 11, 2024

I have to check again, this might be solved already. There's more refactoring to do for the upgrade system but for now, we're busy with other projects.

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Hansel-Dsilva avatar Hansel-Dsilva commented on August 11, 2024

I've manually play tested all the upgrades and the stats' cache dictionary seems to be updating properly. _cache is where all the current stats are located right? If so then this issue can be closed. Unless, the _cache updates don't actually change the gameplay? I can't tell because of the lack of any numerical feedback in-game. The health bar & cargo circle don't get bigger but I guess that's how the GUI is set up.

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NathanLovato avatar NathanLovato commented on August 11, 2024

The stats are the stats, but concrete movement speed is being handled by the steering ai framework. I'll check it right away

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NathanLovato avatar NathanLovato commented on August 11, 2024

The issue is still there. Notes to address it:

In the player's Move.gd state, we need to update the linear_speed_max and acceleration_max when the corresponding stat changes on the ship. This requires adding signals to the stats (signal linear_speed_max_changed(new_speed) etc. to connect them to the move state.

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Razoric480 avatar Razoric480 commented on August 11, 2024

Could simplify it and just use the stats_changed signal and just re-apply all the variables.

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