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it unlocks many cool features!
- def get_damage(self, i, j, damage):
- if not self.in_range(i, j):
- return
- if self.solidity_components[i][j] is None:
- return
- self.solidity_components[i][j].get_damage(damage)
- if self.solidity_components[i][j].get_solidity() < 0.75 * self.solidity_components[i][j].get_max_solidity():
- self.map.set_cell_color(255, 210, 210)
- if self.solidity_components[i][j].get_solidity() < 0.5 * self.solidity_components[i][j].get_max_solidity():
- self.map.set_cell_color(230, 170, 170)
- if self.solidity_components[i][j].get_solidity() < 0.25 * self.solidity_components[i][j].get_max_solidity():
- self.map.set_cell_color(230, 120, 120)
- if self.solidity_components[i][j].get_solidity() == 0:
- self.destroy(i, j)
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