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May 26th, 2019
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  1. def get_damage(self, i, j, damage):
  2.  
  3. if not self.in_range(i, j):
  4. return
  5.  
  6. if self.solidity_components[i][j] is None:
  7. return
  8.  
  9.  
  10. self.solidity_components[i][j].get_damage(damage)
  11.  
  12. if self.solidity_components[i][j].get_solidity() < 0.75 * self.solidity_components[i][j].get_max_solidity():
  13. self.map.set_cell_color(255, 210, 210)
  14.  
  15. if self.solidity_components[i][j].get_solidity() < 0.5 * self.solidity_components[i][j].get_max_solidity():
  16. self.map.set_cell_color(230, 170, 170)
  17.  
  18. if self.solidity_components[i][j].get_solidity() < 0.25 * self.solidity_components[i][j].get_max_solidity():
  19. self.map.set_cell_color(230, 120, 120)
  20.  
  21.  
  22. if self.solidity_components[i][j].get_solidity() == 0:
  23. self.destroy(i, j)
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