This commit is contained in:
Marek Le
2026-04-02 23:22:51 +02:00
parent 73af6abeb7
commit 3488856b91
22 changed files with 534 additions and 78 deletions

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@@ -34,7 +34,8 @@ Drei Grundordner nach Verantwortung. Resources liegen bei ihren Skripten.
- `world/` — Hauptszene + portal_spawner
- `healthbar.gd` — Shared Component
- `systems/` — Spiellogik
- 9 Systeme (health, shield, damage, ability, cooldown, enemy_ai, respawn, spawn, buff)
- 11 Systeme (health, shield, damage, ability, cooldown, enemy_ai, respawn, spawn, effect, element)
- `effect.gd` — Effect Resource (Buff/Debuff/Aura Daten)
- `aggro/` — AggroSystem (system, tracker, decay, events) + aggro_config
- `autoloads/` — Globaler Zustand
- event_bus, game_state
@@ -65,7 +66,7 @@ Unter `~/Documents/2026/projekte/mmo/infosammlung/` liegen die originalen Design
- 5 Abilities pro Rolle: Single, AOE, Utility, Ult, Passive — jede Rolle hat eigene Werte
- GCD 0.5s (gilt für 1, 2, 4), Utility ignoriert GCD
- Heilung: Heiler heilt sich selbst (Singleplayer), is_heal Flag auf Ability
- Passive: Schadens-Boost (D), Schild-Boost (T), Heal-Boost (H) — je 50%
- Passive: Schadens-Boost (D), Schild-Boost (T), Heal-Boost (H) — je 50%, als Aura (50m Radius)
- Targeting: Klick, TAB (cyclet "enemies" + "portals"), Auto-Target (Gegner > Portal)
- Aggro-System: 1:1 Schaden, Tank 2x, Heilung 0.5x, verfällt -1/s, exponentiell außerhalb Portal-Radius
@@ -75,6 +76,14 @@ Unter `~/Documents/2026/projekte/mmo/infosammlung/` liegen die originalen Design
- Tank: Weniger Schaden, Nahkampf, Schild-Ult (300%), Schild-Passive
- Heiler: Heilt statt schadet (Single, AOE, Ult), Heal-Passive, AOE macht Schaden
## Effekte & Elemente
- **EffectSystem**: Verwaltet Buffs, Debuffs, Auras auf allen Entities. Kein Stacking (gleicher Name → Refresh)
- **Effect Resource**: effect_name, type (BUFF/DEBUFF/AURA), stat, value, duration (-1=permanent), is_multiplier, aura_radius, tick_interval, element
- **Auras**: Passive-Abilities werden als AURA-Effekte erstellt. Propagieren Buffs auf Spieler im aura_radius. Verlässt man Radius → Buff sofort weg
- **ElementSystem**: Verwaltet Elementar-Zustände auf Enemies + Portalen. Aktuell: Feuer (DoT 3/Tick, 2s Interval, 6s)
- **Abilities**: `element` Feld (0=NONE, 1=FIRE). Schadens-Abilities der Damage-Rolle haben element=1 (Feuer)
- **Effekt-Icons**: Auf Healthbars (Enemies, Boss, Portal) und Spieler-HUD. Aura=blau, Buff=grün, Debuff=rot
## Szenenwechsel
- Stats Autoload cached Spieler-Werte automatisch bei Szenenwechsel
- GameState speichert Rolle + Position

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@@ -2,15 +2,8 @@ extends Node
# Intentionen (Input → System)
signal ability_use_requested(player, ability_index)
signal auto_attack_tick(attacker)
signal target_requested(player, target)
signal enemy_detected(enemy, player)
# Ergebnisse (System → Node)
signal combat_state_changed(player, in_combat)
signal enemy_state_changed(enemy, new_state)
signal enemy_target_changed(enemy, target)
# Kampf
signal attack_executed(attacker, position, direction, damage)
signal damage_dealt(attacker, target, damage)
@@ -23,7 +16,6 @@ signal health_changed(entity, current, max_val)
signal shield_changed(entity, current, max_val)
signal shield_broken(entity)
signal shield_regenerated(entity)
signal regeneration_changed(entity, current, max_val)
# Spieler
signal target_changed(player, target)
@@ -45,3 +37,13 @@ signal portal_defeated(portal)
# Dungeon
signal dungeon_cleared()
# Effects
signal effect_requested(target, effect, source)
signal effect_applied(target, effect)
signal effect_expired(target, effect)
# Elements
signal element_damage_dealt(attacker, target, amount, element)
signal element_applied(target, element)
signal element_reaction(target, element_a, element_b, reaction_name)

57
plan.md
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@@ -17,7 +17,8 @@ scenes/ — Darstellung + Input
world/ — Hauptszene + portal_spawner
systems/ — Spiellogik
aggro/ — AggroSystem (system, tracker, decay, events) + aggro_config
9× *_system.gd — health, shield, damage, ability, cooldown, enemy_ai, respawn, spawn, buff
effect.gd — Effect Resource (Buff/Debuff/Aura Daten)
10× *_system.gd — health, shield, damage, ability, cooldown, enemy_ai, respawn, spawn, effect, element
autoloads/ — Globaler Zustand
event_bus.gd
game_state.gd
@@ -26,7 +27,7 @@ autoloads/ — Globaler Zustand
## Szenenbaum
- Welt
- Systems (10 Systeme als Child-Nodes)
- Systems (11 Systeme als Child-Nodes)
- Taverne
- Player
- Portale (dynamisch)
@@ -75,8 +76,14 @@ autoloads/ — Globaler Zustand
- portal_defeated(portal)
- Dungeon:
- dungeon_cleared()
- Reserviert:
- auto_attack_tick, target_requested, combat_state_changed, enemy_state_changed, enemy_target_changed, regeneration_changed
- Effects:
- effect_requested(target, effect, source)
- effect_applied(target, effect)
- effect_expired(target, effect)
- Elements:
- element_damage_dealt(attacker, target, amount, element)
- element_applied(target, element)
- element_reaction(target, element_a, element_b, reaction_name)
## Stats (autoload/stats.gd)
- Speichert aktuelle Attribute aller Entities
@@ -101,12 +108,12 @@ autoloads/ — Globaler Zustand
## resources/roles/
### Ability (ability.gd)
- ability_name, type, damage, ability_range, cooldown, uses_gcd, aoe_radius, icon, is_heal, passive_stat
- ability_name, type, damage, ability_range, cooldown, uses_gcd, aoe_radius, icon, is_heal, passive_stat, element
- Typen: Single, AOE, Utility, Ult, Passive
### AbilitySet (ability_set.gd)
- abilities (Array[Ability]), aa_damage, aa_range, aa_is_heal
### AbilityModifier (geplant)
- Verändert Ability (Element, Beruf, Prestige)
### AbilityModifier (geplant, Zukunft)
- Verändert Ability (Beruf, Prestige)
### Rollen-Ordner (damage/, tank/, healer/)
- set.tres — AbilitySet der Rolle
- abilities/ — 5 Ability .tres pro Rolle (single, aoe, utility, ult, passive)
@@ -132,10 +139,27 @@ autoloads/ — Globaler Zustand
- Ability-Ausführung (Single, AOE, Utility, Ult) + Auto-Attack in _process
- Listener: ability_use_requested
- Event: attack_executed, damage_requested, heal_requested
### BuffSystem (buff_system.gd)
- Passive-Buffs (damage/heal/shield Multiplikatoren in Stats)
- Listener: role_changed
- Event: buff_changed, shield_changed
### EffectSystem (effect_system.gd)
- Verwaltet Buffs, Debuffs und Auras auf Entities
- Effect Resource (effect.gd): effect_name, type (BUFF/DEBUFF/AURA), stat, value, duration, is_multiplier, aura_radius, tick_interval, element
- State: active_effects Dictionary[Node, Array[Dict]] (effect, source, remaining, tick_timer)
- Kein Stacking: gleicher effect_name auf Entity → wird refreshed statt gestackt
- Passive-Abilities werden als AURA-Effekte erstellt (role_changed → permanente Auras)
- Aura-Propagierung: Auras mit aura_radius > 0 geben allen Spielern im Radius einen temporären Buff (0.5s, refreshed jedes Frame). Verlässt man den Radius → Buff sofort weg
- _process: Dauer ticken, abgelaufene entfernen, DoT/HoT-Ticks, Aura-Propagierung
- _recalc_stat_buffs: Multiplier-Effekte aggregieren → buff_damage/heal/shield in Stats
- Listener: role_changed, entity_died, effect_requested
- Event: buff_changed, shield_changed, effect_applied, effect_expired
### ElementSystem (element_system.gd)
- Verwaltet Element-Zustände auf Entities und löst Elementareffekte aus
- Element Enum: NONE, FIRE (erweiterbar)
- State: applied_elements Dictionary[Node, int]
- Nur Entities in Gruppen "enemies" oder "portals" erhalten Elemente
- Bei Element-Schaden: Element auf Ziel anwenden, passenden Effekt erstellen
- Feuer: DoT (3 Schaden/Tick, 2s Interval, 6s Dauer)
- Bei zwei verschiedenen Elementen: Reaktion auslösen (Zukunft)
- Listener: element_damage_dealt, entity_died, effect_expired
- Event: element_applied, element_reaction
### CooldownSystem (cooldown_system.gd)
- Cooldown-Tracking, GCD, AA-Timer per Entity
- register/deregister per Entity, direkte Funktionsaufrufe vom AbilitySystem
@@ -166,7 +190,7 @@ autoloads/ — Globaler Zustand
## Welt (world/)
- world.tscn — Hauptszene (100x100m)
- Systems (alle 10 Systeme als Child-Nodes)
- Systems (alle 11 Systeme als Child-Nodes)
- NavigationRegion3D
- Boden (MeshInstance3D, 100x100m PlaneMesh)
- Kollision (StaticBody3D, WorldBoundaryShape3D)
@@ -185,7 +209,7 @@ autoloads/ — Globaler Zustand
- Camera3D
- Movement (Node, movement.gd) — WASD + Springen, liest Werte von Stats
- Combat (Node, combat.gd) — Input-Handler, emittiert ability_use_requested
- Role (Node, role.gd) — Rollenwechsel ALT+1/2/3, emittiert role_changed
- Role (Node, role.gd) — Rollenwechsel ALT+1/2/3, emittiert role_changed (auch bei _ready)
- Targeting (Node, targeting.gd) — Klick/TAB, emittiert target_requested
- player.gd — Registriert bei Stats mit PlayerStats Resource, Sichtbarkeit bei Tod/Respawn
- camera.gd — LMB freies Umsehen, RMB Kamera + Laufrichtung
@@ -199,7 +223,7 @@ autoloads/ — Globaler Zustand
- DetectionArea (Area3D, emittiert enemy_detected)
- NavigationAgent3D
- EnemyMovement (Node, enemy_movement.gd) — Empfängt Bewegungsbefehle
- Healthbar (Sprite3D + SubViewport, healthbar.gd) — liest HP/Shield von Stats
- Healthbar (Sprite3D + SubViewport, healthbar.gd) — liest HP/Shield von Stats, zeigt Effekt-Icons
- enemy.gd — Registriert bei Stats mit EnemyStats Resource, Detection-Area Signal
- Aggro-Regeln (Werte in AggroConfig Resource):
- Aufbau:
@@ -242,7 +266,7 @@ autoloads/ — Globaler Zustand
## Dungeon (dungeon/)
- dungeon.tscn — Geschlossener Raum (15x90m, Wände, dunkles Licht)
- Systems (alle 10 Systeme, temporär bis Welt parallel läuft)
- Systems (alle 11 Systeme, temporär bis Welt parallel läuft)
- NavigationRegion3D
- Boden, 4 Wände (StaticBody3D + BoxMesh, 3m hoch)
- Spieler (Instanz von player.tscn)
@@ -257,9 +281,10 @@ autoloads/ — Globaler Zustand
- hud.tscn — CanvasLayer
- HealthBar (ProgressBar, Label)
- ShieldBar (ProgressBar, Label)
- EffectContainer (HBoxContainer, programmatisch, unter ShieldBar)
- RespawnTimer (Label, Countdown bei Tod)
- AbilityBar (HBoxContainer, RoleIcon + Abilities 1-4 + Passive)
- hud.gd — Reagiert auf Events, liest Werte von Stats
- hud.gd — Reagiert auf Events, liest Werte von Stats, zeigt Effekt-Icons
# Abilities (Werte)
- Schadens-Klasse:

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@@ -18,7 +18,8 @@
[ext_resource type="Script" path="res://systems/enemy_ai_system.gd" id="enemy_ai_system"]
[ext_resource type="Script" path="res://systems/respawn_system.gd" id="respawn_system"]
[ext_resource type="Script" path="res://systems/spawn_system.gd" id="spawn_system"]
[ext_resource type="Script" path="res://systems/buff_system.gd" id="buff_system"]
[ext_resource type="Script" path="res://systems/effect_system.gd" id="effect_system"]
[ext_resource type="Script" path="res://systems/element_system.gd" id="element_system"]
[sub_resource type="NavigationMesh" id="NavigationMesh_1"]
vertices = PackedVector3Array(-7.0, 0.5, -7.0, -7.0, 0.5, 87.0, 7.0, 0.5, 87.0, 7.0, 0.5, -7.0)
@@ -90,8 +91,11 @@ script = ExtResource("respawn_system")
[node name="SpawnSystem" type="Node" parent="Systems"]
script = ExtResource("spawn_system")
[node name="BuffSystem" type="Node" parent="Systems"]
script = ExtResource("buff_system")
[node name="EffectSystem" type="Node" parent="Systems"]
script = ExtResource("effect_system")
[node name="ElementSystem" type="Node" parent="Systems"]
script = ExtResource("element_system")
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="."]
navigation_mesh = SubResource("NavigationMesh_1")

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@@ -1,5 +1,9 @@
extends Sprite3D
const ICON_SIZE := 10
const ICON_MARGIN := 1
const BORDER_W := 1
@onready var viewport: SubViewport = $SubViewport
@onready var health_bar: ProgressBar = $SubViewport/HealthBar
@onready var border: ColorRect = $SubViewport/Border
@@ -8,19 +12,37 @@ extends Sprite3D
var shield_bar: ProgressBar = null
var style_normal: StyleBoxFlat
var style_aggro: StyleBoxFlat
var effect_container: HBoxContainer = null
var base_viewport_height: int = 0
func _ready() -> void:
texture = viewport.get_texture()
shield_bar = $SubViewport.get_node_or_null("ShieldBar")
border.visible = false
style_normal = health_bar.get_theme_stylebox("fill").duplicate()
style_aggro = style_normal.duplicate()
style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
base_viewport_height = viewport.size.y
_create_effect_container()
texture = viewport.get_texture()
EventBus.target_changed.connect(_on_target_changed)
EventBus.health_changed.connect(_on_health_changed)
EventBus.shield_changed.connect(_on_shield_changed)
EventBus.effect_applied.connect(_on_effect_applied)
EventBus.effect_expired.connect(_on_effect_expired)
_init_bars()
func _create_effect_container() -> void:
effect_container = HBoxContainer.new()
effect_container.name = "EffectContainer"
var y_pos: float = 0.0
if shield_bar and shield_bar.visible:
y_pos = shield_bar.offset_bottom + 2
else:
y_pos = health_bar.offset_bottom + 2
effect_container.position = Vector2(2, y_pos)
effect_container.add_theme_constant_override("separation", ICON_MARGIN)
viewport.add_child(effect_container)
func _init_bars() -> void:
var max_health: Variant = Stats.get_stat(parent_node, "max_health")
if max_health != null:
@@ -33,6 +55,7 @@ func _init_bars() -> void:
shield_bar.value = Stats.get_stat(parent_node, "shield")
else:
shield_bar.visible = false
effect_container.position.y = health_bar.offset_bottom + 2
func _process(_delta: float) -> void:
var player: Node = get_tree().get_first_node_in_group("player")
@@ -55,3 +78,82 @@ func _on_shield_changed(entity: Node, current: float, max_val: float) -> void:
func _on_target_changed(_player: Node, target: Node) -> void:
border.visible = (target == get_parent())
func _on_effect_applied(target: Node, effect: Effect) -> void:
if target != parent_node:
return
_add_effect_icon(effect)
func _on_effect_expired(target: Node, effect: Effect) -> void:
if target != parent_node:
return
_remove_effect_icon(effect)
func _add_effect_icon(effect: Effect) -> void:
var panel := _create_icon_panel(effect)
var insert_idx: int = _get_sorted_index(effect.type)
effect_container.add_child(panel)
effect_container.move_child(panel, insert_idx)
_resize_viewport()
func _remove_effect_icon(effect: Effect) -> void:
for child in effect_container.get_children():
if child.has_meta("effect_type") and child.has_meta("effect_name"):
if child.get_meta("effect_type") == effect.type and child.get_meta("effect_name") == effect.effect_name:
child.queue_free()
_resize_viewport.call_deferred()
return
func _get_sorted_index(type: int) -> int:
var idx := 0
for child in effect_container.get_children():
if not child.has_meta("effect_type"):
continue
var child_type: int = child.get_meta("effect_type")
if child_type <= type:
idx += 1
else:
break
return idx
func _create_icon_panel(effect: Effect) -> PanelContainer:
var panel := PanelContainer.new()
var style := StyleBoxFlat.new()
match effect.type:
Effect.Type.AURA:
style.bg_color = Color(0.15, 0.15, 0.3, 1)
style.border_color = Color(0.3, 0.5, 1.0, 1)
Effect.Type.BUFF:
style.bg_color = Color(0.15, 0.3, 0.15, 1)
style.border_color = Color(0.3, 1.0, 0.3, 1)
Effect.Type.DEBUFF:
style.bg_color = Color(0.3, 0.15, 0.15, 1)
style.border_color = Color(1.0, 0.3, 0.3, 1)
style.set_border_width_all(BORDER_W)
style.set_content_margin_all(0)
panel.add_theme_stylebox_override("panel", style)
var label := Label.new()
label.text = effect.effect_name.left(1)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.add_theme_font_size_override("font_size", 7)
label.add_theme_color_override("font_color", Color.WHITE)
label.custom_minimum_size = Vector2(ICON_SIZE, ICON_SIZE)
panel.add_child(label)
panel.custom_minimum_size = Vector2(ICON_SIZE + 2, ICON_SIZE + 2)
panel.set_meta("effect_type", effect.type)
panel.set_meta("effect_name", effect.effect_name)
return panel
func _resize_viewport() -> void:
var icon_count := 0
for child in effect_container.get_children():
if not child.is_queued_for_deletion():
icon_count += 1
if icon_count > 0:
var needed: int = int(effect_container.position.y) + ICON_SIZE + 4
viewport.size.y = max(base_viewport_height, needed)
border.offset_bottom = viewport.size.y
else:
viewport.size.y = base_viewport_height
border.offset_bottom = base_viewport_height

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@@ -17,9 +17,11 @@ const GCD_TIME := 0.5
]
var ability_labels: Array[String] = ["1", "2", "3", "4", "P"]
var effect_container: HBoxContainer = null
func _ready() -> void:
respawn_label.visible = false
_create_effect_container()
EventBus.health_changed.connect(_on_health_changed)
EventBus.shield_changed.connect(_on_shield_changed)
EventBus.entity_died.connect(_on_entity_died)
@@ -27,6 +29,8 @@ func _ready() -> void:
EventBus.role_changed.connect(_on_role_changed)
EventBus.respawn_tick.connect(_on_respawn_tick)
EventBus.cooldown_tick.connect(_on_cooldown_tick)
EventBus.effect_applied.connect(_on_effect_applied)
EventBus.effect_expired.connect(_on_effect_expired)
func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
if entity.name == "Player":
@@ -74,3 +78,68 @@ func _on_cooldown_tick(cooldowns: Array, max_cooldowns: Array, gcd_timer: float)
else:
overlay.visible = false
label.text = ability_labels[i]
func _create_effect_container() -> void:
effect_container = HBoxContainer.new()
effect_container.name = "EffectContainer"
effect_container.position = Vector2(10, 60)
effect_container.add_theme_constant_override("separation", 3)
add_child(effect_container)
func _on_effect_applied(target: Node, effect: Effect) -> void:
if target.name != "Player":
return
var panel := _create_icon_panel(effect)
var insert_idx: int = _get_sorted_index(effect.type)
effect_container.add_child(panel)
effect_container.move_child(panel, insert_idx)
func _on_effect_expired(target: Node, effect: Effect) -> void:
if target.name != "Player":
return
for child in effect_container.get_children():
if child.has_meta("effect_type") and child.has_meta("effect_name"):
if child.get_meta("effect_type") == effect.type and child.get_meta("effect_name") == effect.effect_name:
child.queue_free()
return
func _get_sorted_index(type: int) -> int:
var idx := 0
for child in effect_container.get_children():
if not child.has_meta("effect_type"):
continue
var child_type: int = child.get_meta("effect_type")
if child_type <= type:
idx += 1
else:
break
return idx
func _create_icon_panel(effect: Effect) -> PanelContainer:
var panel := PanelContainer.new()
var style := StyleBoxFlat.new()
match effect.type:
Effect.Type.AURA:
style.bg_color = Color(0.15, 0.15, 0.3, 1)
style.border_color = Color(0.3, 0.5, 1.0, 1)
Effect.Type.BUFF:
style.bg_color = Color(0.15, 0.3, 0.15, 1)
style.border_color = Color(0.3, 1.0, 0.3, 1)
Effect.Type.DEBUFF:
style.bg_color = Color(0.3, 0.15, 0.15, 1)
style.border_color = Color(1.0, 0.3, 0.3, 1)
style.set_border_width_all(2)
style.set_content_margin_all(2)
panel.add_theme_stylebox_override("panel", style)
var label := Label.new()
label.text = effect.effect_name.left(1)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.add_theme_font_size_override("font_size", 14)
label.add_theme_color_override("font_color", Color.WHITE)
label.custom_minimum_size = Vector2(20, 20)
panel.add_child(label)
panel.custom_minimum_size = Vector2(24, 24)
panel.set_meta("effect_type", effect.type)
panel.set_meta("effect_name", effect.effect_name)
return panel

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@@ -13,3 +13,4 @@ enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
@export var icon: String = ""
@export var is_heal: bool = false
@export var passive_stat: String = "damage"
@export var element: int = 0

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@@ -10,3 +10,4 @@ damage = 20.0
ability_range = 5.0
cooldown = 3.0
icon = "2"
element = 1

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@@ -9,3 +9,4 @@ damage = 30.0
ability_range = 20.0
cooldown = 2.0
icon = "1"
element = 1

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@@ -11,3 +11,4 @@ ability_range = 20.0
cooldown = 15.0
aoe_radius = 3.0
icon = "4"
element = 1

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@@ -10,6 +10,9 @@ var current_role: int = Role.DAMAGE
@onready var player: CharacterBody3D = get_parent()
func _ready() -> void:
set_role.call_deferred(current_role)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("class_tank"):
set_role(Role.TANK)

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@@ -41,4 +41,8 @@ func _spawn_portal() -> void:
portals.append(portal)
func _cleanup_dead() -> void:
portals = portals.filter(func(p: Node) -> bool: return is_instance_valid(p))
var valid: Array[Node] = []
for p in portals:
if is_instance_valid(p):
valid.append(p)
portals = valid

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@@ -5,9 +5,10 @@
[ext_resource type="Script" uid="uid://cyffo1g4uhmwh" path="res://systems/aggro/aggro_events.gd" id="aggro_events"]
[ext_resource type="Script" uid="uid://cm7ehl2pexcst" path="res://systems/aggro/aggro_system.gd" id="aggro_system"]
[ext_resource type="Script" uid="uid://c7gsu2qddsor6" path="res://systems/aggro/aggro_tracker.gd" id="aggro_tracker"]
[ext_resource type="Script" uid="uid://da2jm0awq2lnh" path="res://systems/buff_system.gd" id="buff_system"]
[ext_resource type="Script" uid="uid://ddos7mo8rahou" path="res://systems/cooldown_system.gd" id="cooldown_system"]
[ext_resource type="Script" uid="uid://cbd1bryh0e2dw" path="res://systems/damage_system.gd" id="damage_system"]
[ext_resource type="Script" uid="uid://drdlh6tq0dfwo" path="res://systems/effect_system.gd" id="effect_system"]
[ext_resource type="Script" uid="uid://bqebxfvticxto" path="res://systems/element_system.gd" id="element_system"]
[ext_resource type="Script" uid="uid://bwhxu5586lc1l" path="res://systems/enemy_ai_system.gd" id="enemy_ai_system"]
[ext_resource type="Script" uid="uid://b3wkn5118dimy" path="res://systems/health_system.gd" id="health_system"]
[ext_resource type="PackedScene" path="res://scenes/hud/hud.tscn" id="hud"]
@@ -92,8 +93,11 @@ script = ExtResource("respawn_system")
[node name="SpawnSystem" type="Node" parent="Systems" unique_id=1099032666]
script = ExtResource("spawn_system")
[node name="BuffSystem" type="Node" parent="Systems" unique_id=1219368182]
script = ExtResource("buff_system")
[node name="EffectSystem" type="Node" parent="Systems" unique_id=1219368182]
script = ExtResource("effect_system")
[node name="ElementSystem" type="Node" parent="Systems" unique_id=1401212832]
script = ExtResource("element_system")
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="." unique_id=1265843679]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0027503967, 0.014227867, 0.023231506)

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@@ -34,8 +34,8 @@ func _try_auto_attack(player: Node) -> void:
if dist > aa_range:
return
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
var base: BaseStats = Stats.get_base(player)
var aa_cd: float = base.aa_cooldown if base is PlayerStats else 0.5
var player_base: BaseStats = Stats.get_base(player)
var aa_cd: float = player_base.aa_cooldown if player_base is PlayerStats else 0.5
cooldown_system.set_aa_cooldown(player, aa_cd)
func _on_ability_use_requested(player: Node, ability_index: int) -> void:
@@ -56,8 +56,8 @@ func _on_ability_use_requested(player: Node, ability_index: int) -> void:
var success: bool = _execute_ability(player, ability)
if not success:
return
var base: BaseStats = Stats.get_base(player)
var gcd_time: float = base.gcd_time if base is PlayerStats else 0.5
var player_base: BaseStats = Stats.get_base(player)
var gcd_time: float = player_base.gcd_time if player_base is PlayerStats else 0.5
var gcd: float = gcd_time if ability.uses_gcd else 0.0
cooldown_system.set_cooldown(player, ability_index, ability.cooldown, gcd)
@@ -100,6 +100,8 @@ func _execute_single(player: Node, targeting: Node, ability: Ability, dmg: float
if not is_instance_valid(targeting.current_target):
return false
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
if ability.element != 0:
EventBus.element_damage_dealt.emit(player, targeting.current_target, dmg, ability.element)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
@@ -120,6 +122,8 @@ func _execute_aoe(player: Node, ability: Ability, dmg: float) -> bool:
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist <= ability.ability_range:
EventBus.damage_requested.emit(player, enemy, dmg)
if ability.element != 0:
EventBus.element_damage_dealt.emit(player, enemy, dmg, ability.element)
hit = true
if hit:
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
@@ -158,12 +162,16 @@ func _execute_ult(player: Node, targeting: Node, ability: Ability, dmg: float) -
return false
var target: Node3D = targeting.current_target
EventBus.damage_requested.emit(player, target, dmg * 5.0)
var aoe_range: float = ability.aoe_radius if ability.aoe_radius > 0 else ability.ability_range
if ability.element != 0:
EventBus.element_damage_dealt.emit(player, target, dmg * 5.0, ability.element)
var splash_range: float = ability.aoe_radius if ability.aoe_radius > 0 else ability.ability_range
var enemies := get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
if enemy != target and is_instance_valid(enemy):
var enemy_dist: float = target.global_position.distance_to(enemy.global_position)
if enemy_dist <= aoe_range:
if enemy_dist <= splash_range:
EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
if ability.element != 0:
EventBus.element_damage_dealt.emit(player, enemy, dmg * 2.0, ability.element)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 5.0)
return true

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@@ -1,37 +0,0 @@
extends Node
func _ready() -> void:
EventBus.role_changed.connect(_on_role_changed)
func _on_role_changed(player: Node, _role_type: int) -> void:
var role: Node = player.get_node_or_null("Role")
if not role:
return
var ability_set: AbilitySet = role.get_ability_set()
if not ability_set:
return
var damage_mult := 1.0
var heal_mult := 1.0
var shield_mult := 1.0
for ability in ability_set.abilities:
if ability and ability.type == Ability.Type.PASSIVE:
var bonus: float = ability.damage / 100.0
match ability.passive_stat:
"damage":
damage_mult = 1.0 + bonus
"heal":
heal_mult = 1.0 + bonus
"shield":
shield_mult = 1.0 + bonus
Stats.set_stat(player, "buff_damage", damage_mult)
Stats.set_stat(player, "buff_heal", heal_mult)
Stats.set_stat(player, "buff_shield", shield_mult)
var base: BaseStats = Stats.get_base(player)
if base:
var new_max: float = base.max_shield * shield_mult
Stats.set_stat(player, "max_shield", new_max)
var shield: float = Stats.get_stat(player, "shield")
shield = min(shield, new_max)
Stats.set_stat(player, "shield", shield)
EventBus.shield_changed.emit(player, shield, new_max)
EventBus.buff_changed.emit(player, "damage", damage_mult)

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@@ -1 +0,0 @@
uid://da2jm0awq2lnh

14
systems/effect.gd Normal file
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@@ -0,0 +1,14 @@
extends Resource
class_name Effect
enum Type { BUFF, DEBUFF, AURA }
@export var effect_name: String = ""
@export var type: Type = Type.BUFF
@export var stat: String = ""
@export var value: float = 0.0
@export var duration: float = -1.0
@export var is_multiplier: bool = true
@export var aura_radius: float = 0.0
@export var tick_interval: float = 0.0
@export var element: int = 0

1
systems/effect.gd.uid Normal file
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@@ -0,0 +1 @@
uid://djbni7iy5pw2m

190
systems/effect_system.gd Normal file
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@@ -0,0 +1,190 @@
extends Node
var active_effects: Dictionary = {}
func _ready() -> void:
EventBus.role_changed.connect(_on_role_changed)
EventBus.entity_died.connect(_on_entity_died)
EventBus.effect_requested.connect(_on_effect_requested)
const AURA_REFRESH := 0.5
func _process(delta: float) -> void:
for entity in active_effects.keys():
if not is_instance_valid(entity):
active_effects.erase(entity)
continue
var entries: Array = active_effects[entity]
var i: int = entries.size() - 1
while i >= 0:
var entry: Dictionary = entries[i]
var effect: Effect = entry["effect"]
if effect.duration > 0:
entry["remaining"] -= delta
if entry["remaining"] <= 0:
var is_aura_buff: bool = entry.get("is_aura_buff", false)
entries.remove_at(i)
if not is_aura_buff:
EventBus.effect_expired.emit(entity, effect)
_recalc_stat_buffs(entity)
i -= 1
continue
if effect.tick_interval > 0:
entry["tick_timer"] -= delta
if entry["tick_timer"] <= 0:
entry["tick_timer"] += effect.tick_interval
_apply_tick(entity, entry)
if effect.type == Effect.Type.AURA and effect.aura_radius > 0 and effect.duration < 0:
_propagate_aura(entity, entry, effect)
i -= 1
func _propagate_aura(source_entity: Node, _entry: Dictionary, aura: Effect) -> void:
if not source_entity is Node3D:
return
var players := get_tree().get_nodes_in_group("player")
for player in players:
if not is_instance_valid(player) or not Stats.is_alive(player):
continue
var dist: float = source_entity.global_position.distance_to(player.global_position)
if dist > aura.aura_radius:
continue
if _has_aura_buff(player, aura.effect_name, source_entity):
_refresh_aura_buff(player, aura.effect_name, source_entity)
else:
var buff := Effect.new()
buff.effect_name = aura.effect_name
buff.type = Effect.Type.BUFF
buff.stat = aura.stat
buff.value = aura.value
buff.duration = AURA_REFRESH
buff.is_multiplier = aura.is_multiplier
_apply_aura_buff(player, buff, source_entity)
func _has_aura_buff(target: Node, aura_name: String, source: Node) -> bool:
if not active_effects.has(target):
return false
for entry in active_effects[target]:
if entry["effect"].effect_name == aura_name and entry.get("aura_source") == source:
return true
return false
func _refresh_aura_buff(target: Node, aura_name: String, source: Node) -> void:
if not active_effects.has(target):
return
for entry in active_effects[target]:
if entry["effect"].effect_name == aura_name and entry.get("aura_source") == source:
entry["remaining"] = AURA_REFRESH
return
func _apply_aura_buff(target: Node, effect: Effect, source: Node) -> void:
if not active_effects.has(target):
active_effects[target] = []
var entry := {
"effect": effect,
"source": source,
"remaining": effect.duration,
"tick_timer": effect.tick_interval,
"aura_source": source,
"is_aura_buff": true,
}
active_effects[target].append(entry)
if effect.is_multiplier:
_recalc_stat_buffs(target)
func apply_effect(target: Node, effect: Effect, source: Node) -> void:
if not active_effects.has(target):
active_effects[target] = []
var replaced := false
var entries: Array = active_effects[target]
for i in range(entries.size()):
if entries[i]["effect"].effect_name == effect.effect_name:
entries[i]["effect"] = effect
entries[i]["source"] = source
entries[i]["remaining"] = effect.duration
entries[i]["tick_timer"] = effect.tick_interval
replaced = true
break
if not replaced:
entries.append({
"effect": effect,
"source": source,
"remaining": effect.duration,
"tick_timer": effect.tick_interval,
})
EventBus.effect_applied.emit(target, effect)
if effect.is_multiplier:
_recalc_stat_buffs(target)
func clear_effects(entity: Node) -> void:
active_effects.erase(entity)
if is_instance_valid(entity):
_recalc_stat_buffs(entity)
func _on_effect_requested(target: Node, effect: Effect, source: Node) -> void:
apply_effect(target, effect, source)
func _on_entity_died(entity: Node) -> void:
clear_effects(entity)
func _on_role_changed(player: Node, _role_type: int) -> void:
_remove_permanent_effects(player)
var role: Node = player.get_node_or_null("Role")
if not role:
return
var ability_set: AbilitySet = role.get_ability_set()
if not ability_set:
return
for ability in ability_set.abilities:
if ability and ability.type == Ability.Type.PASSIVE:
var effect := Effect.new()
effect.effect_name = ability.ability_name
effect.type = Effect.Type.AURA
effect.stat = ability.passive_stat
effect.value = ability.damage / 100.0
effect.duration = -1.0
effect.is_multiplier = true
effect.aura_radius = ability.ability_range
apply_effect(player, effect, player)
func _remove_permanent_effects(entity: Node) -> void:
if not active_effects.has(entity):
return
var entries: Array = active_effects[entity]
var i: int = entries.size() - 1
while i >= 0:
if entries[i]["effect"].duration < 0:
EventBus.effect_expired.emit(entity, entries[i]["effect"])
entries.remove_at(i)
i -= 1
_recalc_stat_buffs(entity)
func _recalc_stat_buffs(entity: Node) -> void:
var mults := { "damage": 1.0, "heal": 1.0, "shield": 1.0 }
if active_effects.has(entity):
for entry in active_effects[entity]:
var effect: Effect = entry["effect"]
if effect.is_multiplier and effect.stat in mults:
mults[effect.stat] += effect.value
for stat in mults:
Stats.set_stat(entity, "buff_" + stat, mults[stat])
EventBus.buff_changed.emit(entity, stat, mults[stat])
var base: BaseStats = Stats.get_base(entity)
if base:
var shield_mult: float = mults["shield"]
var new_max: float = base.max_shield * shield_mult
Stats.set_stat(entity, "max_shield", new_max)
var shield: float = Stats.get_stat(entity, "shield")
shield = min(shield, new_max)
Stats.set_stat(entity, "shield", shield)
EventBus.shield_changed.emit(entity, shield, new_max)
func _apply_tick(entity: Node, entry: Dictionary) -> void:
var effect: Effect = entry["effect"]
var source: Node = entry["source"]
if not is_instance_valid(source):
source = entity
if not effect.is_multiplier:
if effect.type == Effect.Type.DEBUFF:
EventBus.damage_requested.emit(source, entity, effect.value)
elif effect.type == Effect.Type.BUFF:
EventBus.heal_requested.emit(source, entity, effect.value)

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@@ -0,0 +1 @@
uid://drdlh6tq0dfwo

53
systems/element_system.gd Normal file
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@@ -0,0 +1,53 @@
extends Node
enum Element { NONE, FIRE }
var applied_elements: Dictionary = {}
func _ready() -> void:
EventBus.element_damage_dealt.connect(_on_element_damage_dealt)
EventBus.entity_died.connect(_on_entity_died)
EventBus.effect_expired.connect(_on_effect_expired)
func _on_element_damage_dealt(attacker: Node, target: Node, _amount: float, element: int) -> void:
if element == Element.NONE:
return
if not target.is_in_group("enemies") and not target.is_in_group("portals"):
return
var current: int = applied_elements.get(target, Element.NONE)
if current != Element.NONE and current != element:
_trigger_reaction(attacker, target, current, element)
return
_apply_element(attacker, target, element)
func _apply_element(source: Node, target: Node, element: int) -> void:
applied_elements[target] = element
EventBus.element_applied.emit(target, element)
match element:
Element.FIRE:
_apply_fire(source, target)
func _apply_fire(source: Node, target: Node) -> void:
var fire_dot := Effect.new()
fire_dot.effect_name = "Burning"
fire_dot.type = Effect.Type.DEBUFF
fire_dot.stat = "damage"
fire_dot.value = 3.0
fire_dot.duration = 6.0
fire_dot.is_multiplier = false
fire_dot.tick_interval = 2.0
fire_dot.element = Element.FIRE
EventBus.effect_requested.emit(target, fire_dot, source)
func _trigger_reaction(_attacker: Node, target: Node, _elem_a: int, _elem_b: int) -> void:
applied_elements.erase(target)
EventBus.element_reaction.emit(target, _elem_a, _elem_b, "")
func _on_entity_died(entity: Node) -> void:
applied_elements.erase(entity)
func _on_effect_expired(target: Node, effect: Effect) -> void:
if effect.element != Element.NONE:
var current: int = applied_elements.get(target, Element.NONE)
if current == effect.element:
applied_elements.erase(target)

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@@ -0,0 +1 @@
uid://bqebxfvticxto