refactor
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@@ -1,73 +1,60 @@
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extends Node
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# Intentionen (Input → System)
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signal ability_use(player, ability_index)
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signal role_change_requested(player, role)
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signal target_requested(player, target)
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signal enemy_detected(enemy, player)
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signal enemy_lost(enemy, player)
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signal portal_entered(portal, player)
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signal entity_registered(entity: Node)
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signal entity_deregistered(entity: Node)
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# Kampf
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signal attack_executed(attacker, position, direction, damage)
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signal damage_dealt(attacker, target, damage)
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signal damage_requested(attacker, target, amount)
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signal heal_requested(healer, target, amount)
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signal damage_requested(attacker: Node, target: Node, amount: float, element: int)
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signal heal_requested(healer: Node, target: Node, amount: float)
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signal damage_dealt(attacker: Node, target: Node, amount: float)
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signal entity_died(entity: Node)
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signal entity_respawned(entity: Node)
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signal health_changed(entity: Node, current: float, max: float)
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signal shield_changed(entity: Node, current: float, max: float)
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signal shield_broken(entity: Node)
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# Entity
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signal entity_died(entity)
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signal health_changed(entity, current, max_val)
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signal shield_changed(entity, current, max_val)
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signal shield_broken(entity)
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signal shield_regenerated(entity)
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signal ability_use_requested(player: Node, ability_index: int)
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signal ability_used(player: Node, ability_index: int, ability: Resource)
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signal cooldown_tick(entity: Node, cds: PackedFloat32Array, max_cds: PackedFloat32Array, gcd: float)
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signal role_changed(player: Node, role: int)
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signal target_changed(player: Node, target: Node)
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# Spieler
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signal target_changed(player, target)
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signal player_respawned(player)
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signal role_changed(player, role_type)
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signal respawn_tick(timer)
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signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer)
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signal effect_applied(target: Node, effect: Resource, source: Node)
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signal effect_expired(target: Node, effect: Resource)
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signal element_applied(target: Node, element: int)
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signal buff_changed(entity: Node, stat: StringName, value: float)
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# Buff
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signal buff_changed(entity, stat, value)
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signal enemy_detected(enemy: Node, player: Node)
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signal enemy_lost(enemy: Node, player: Node)
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signal enemy_engaged(enemy: Node, target: Node)
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# Gegner
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signal enemy_engaged(enemy, target)
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signal gate_destroyed(gate: Node)
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signal portal_spawned(portal: Node)
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signal portal_entered(portal: Node, player: Node)
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signal dungeon_cleared(seed: int)
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signal boss_defeated(boss: Node)
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# Portal
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signal portal_spawn(portal, enemies)
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signal portal_defeated(portal)
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signal loot_dropped(items: Array, position: Vector3)
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signal item_picked_up(player: Node, item: Resource)
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signal inventory_changed(player: Node)
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signal item_crafted(player: Node, item: Resource)
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signal building_placed(building: Node)
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signal building_removed(building: Node)
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# Dungeon
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signal dungeon_cleared()
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# Effects
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signal effect_requested(target, effect, source)
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signal effect_applied(target, effect)
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signal effect_expired(target, effect)
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# Elements
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signal element_damage_dealt(attacker, target, amount, element)
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signal element_applied(target, element)
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signal element_reaction(target, element_a, element_b, reaction_name)
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# Wave
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signal run_started(wave_number)
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signal wave_started(wave_number)
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signal wave_timer_tick(seconds_remaining)
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signal wave_ended(wave_number, success)
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# XP / Level
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signal xp_gained(player, amount)
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signal level_up(player, new_level)
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# Taverne
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signal tavern_damaged(current, max_val)
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signal tavern_destroyed()
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# Invasion
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signal invasion_started(enemies)
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signal invasion_ended(success)
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# Game-Over
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signal wave_started(wave_number: int)
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signal wave_timer_tick(seconds_remaining: float)
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signal wave_ended(wave_number: int, success: bool)
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signal invasion_started()
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signal invasion_ended(success: bool)
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signal village_damaged(current: float, max: float)
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signal village_destroyed()
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signal game_over()
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signal run_started(wave_number: int)
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signal xp_gained(player: Node, amount: float)
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signal level_up(player: Node, new_level: int)
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signal dialog_opened(player: Node, npc: Node)
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signal dialog_closed(player: Node)
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signal chat_message(peer_id: int, sender_name: String, text: String)
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signal scene_change_requested(scene_path: String)
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