refactor
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@@ -1,19 +1,36 @@
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extends Node
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# Run-Zustand
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const ROLE_TANK: int = 0
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const ROLE_DAMAGE: int = 1
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const ROLE_HEALER: int = 2
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const SCENE_MAIN_MENU: String = "res://scenes/menu/main_menu.tscn"
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const SCENE_LOBBY: String = "res://scenes/menu/lobby.tscn"
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const SCENE_WORLD: String = "res://scenes/world/world.tscn"
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const SCENE_DUNGEON: String = "res://scenes/dungeon/dungeon.tscn"
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const SCENE_OPTIONS: String = "res://scenes/menu/options_menu.tscn"
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var current_scene: String = SCENE_MAIN_MENU
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var paused: bool = false
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var run_seed: int = 0
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var dungeon_seed: int = 0
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var dungeon_red: bool = false
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var current_wave: int = 1
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var wave_timer_remaining: float = 0.0
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var run_initialized: bool = false
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var portal_return_position: Vector3 = Vector3.ZERO
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# Dungeon-Kontext (für XP-Zuordnung nach Clear)
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var last_dungeon_variant: int = 0
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# Flag für Forced Return (Timer läuft ab während Spieler im Dungeon)
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var force_return_to_world: bool = false
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func reset() -> void:
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func reset_run() -> void:
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run_seed = randi()
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current_wave = 1
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wave_timer_remaining = 0.0
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run_initialized = false
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last_dungeon_variant = 0
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force_return_to_world = false
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dungeon_seed = 0
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dungeon_red = false
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paused = false
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Stats.clear_all()
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func change_scene(path: String) -> void:
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current_scene = path
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EventBus.scene_change_requested.emit(path)
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get_tree().change_scene_to_file(path)
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func set_paused(value: bool) -> void:
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paused = value
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get_tree().paused = value
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