update
This commit is contained in:
13
CLAUDE.md
13
CLAUDE.md
@@ -34,7 +34,8 @@ Drei Grundordner nach Verantwortung. Resources liegen bei ihren Skripten.
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- `world/` — Hauptszene + portal_spawner
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- `healthbar.gd` — Shared Component
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- `systems/` — Spiellogik
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- 9 Systeme (health, shield, damage, ability, cooldown, enemy_ai, respawn, spawn, buff)
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- 11 Systeme (health, shield, damage, ability, cooldown, enemy_ai, respawn, spawn, effect, element)
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- `effect.gd` — Effect Resource (Buff/Debuff/Aura Daten)
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- `aggro/` — AggroSystem (system, tracker, decay, events) + aggro_config
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- `autoloads/` — Globaler Zustand
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- event_bus, game_state
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@@ -65,7 +66,7 @@ Unter `~/Documents/2026/projekte/mmo/infosammlung/` liegen die originalen Design
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- 5 Abilities pro Rolle: Single, AOE, Utility, Ult, Passive — jede Rolle hat eigene Werte
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- GCD 0.5s (gilt für 1, 2, 4), Utility ignoriert GCD
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- Heilung: Heiler heilt sich selbst (Singleplayer), is_heal Flag auf Ability
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- Passive: Schadens-Boost (D), Schild-Boost (T), Heal-Boost (H) — je 50%
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- Passive: Schadens-Boost (D), Schild-Boost (T), Heal-Boost (H) — je 50%, als Aura (50m Radius)
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- Targeting: Klick, TAB (cyclet "enemies" + "portals"), Auto-Target (Gegner > Portal)
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- Aggro-System: 1:1 Schaden, Tank 2x, Heilung 0.5x, verfällt -1/s, exponentiell außerhalb Portal-Radius
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@@ -75,6 +76,14 @@ Unter `~/Documents/2026/projekte/mmo/infosammlung/` liegen die originalen Design
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- Tank: Weniger Schaden, Nahkampf, Schild-Ult (300%), Schild-Passive
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- Heiler: Heilt statt schadet (Single, AOE, Ult), Heal-Passive, AOE macht Schaden
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## Effekte & Elemente
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- **EffectSystem**: Verwaltet Buffs, Debuffs, Auras auf allen Entities. Kein Stacking (gleicher Name → Refresh)
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- **Effect Resource**: effect_name, type (BUFF/DEBUFF/AURA), stat, value, duration (-1=permanent), is_multiplier, aura_radius, tick_interval, element
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- **Auras**: Passive-Abilities werden als AURA-Effekte erstellt. Propagieren Buffs auf Spieler im aura_radius. Verlässt man Radius → Buff sofort weg
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- **ElementSystem**: Verwaltet Elementar-Zustände auf Enemies + Portalen. Aktuell: Feuer (DoT 3/Tick, 2s Interval, 6s)
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- **Abilities**: `element` Feld (0=NONE, 1=FIRE). Schadens-Abilities der Damage-Rolle haben element=1 (Feuer)
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- **Effekt-Icons**: Auf Healthbars (Enemies, Boss, Portal) und Spieler-HUD. Aura=blau, Buff=grün, Debuff=rot
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## Szenenwechsel
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- Stats Autoload cached Spieler-Werte automatisch bei Szenenwechsel
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- GameState speichert Rolle + Position
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@@ -2,15 +2,8 @@ extends Node
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# Intentionen (Input → System)
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signal ability_use_requested(player, ability_index)
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signal auto_attack_tick(attacker)
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signal target_requested(player, target)
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signal enemy_detected(enemy, player)
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# Ergebnisse (System → Node)
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signal combat_state_changed(player, in_combat)
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signal enemy_state_changed(enemy, new_state)
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signal enemy_target_changed(enemy, target)
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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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@@ -23,7 +16,6 @@ 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 regeneration_changed(entity, current, max_val)
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# Spieler
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signal target_changed(player, target)
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@@ -45,3 +37,13 @@ signal portal_defeated(portal)
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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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57
plan.md
57
plan.md
@@ -17,7 +17,8 @@ scenes/ — Darstellung + Input
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world/ — Hauptszene + portal_spawner
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systems/ — Spiellogik
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aggro/ — AggroSystem (system, tracker, decay, events) + aggro_config
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9× *_system.gd — health, shield, damage, ability, cooldown, enemy_ai, respawn, spawn, buff
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effect.gd — Effect Resource (Buff/Debuff/Aura Daten)
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10× *_system.gd — health, shield, damage, ability, cooldown, enemy_ai, respawn, spawn, effect, element
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autoloads/ — Globaler Zustand
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event_bus.gd
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game_state.gd
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@@ -26,7 +27,7 @@ autoloads/ — Globaler Zustand
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## Szenenbaum
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- Welt
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- Systems (10 Systeme als Child-Nodes)
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- Systems (11 Systeme als Child-Nodes)
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- Taverne
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- Player
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- Portale (dynamisch)
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@@ -75,8 +76,14 @@ autoloads/ — Globaler Zustand
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- portal_defeated(portal)
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- Dungeon:
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- dungeon_cleared()
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- Reserviert:
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- auto_attack_tick, target_requested, combat_state_changed, enemy_state_changed, enemy_target_changed, regeneration_changed
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- Effects:
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- effect_requested(target, effect, source)
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- effect_applied(target, effect)
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- effect_expired(target, effect)
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- Elements:
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- element_damage_dealt(attacker, target, amount, element)
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- element_applied(target, element)
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- element_reaction(target, element_a, element_b, reaction_name)
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## Stats (autoload/stats.gd)
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- Speichert aktuelle Attribute aller Entities
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@@ -101,12 +108,12 @@ autoloads/ — Globaler Zustand
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## resources/roles/
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### Ability (ability.gd)
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- ability_name, type, damage, ability_range, cooldown, uses_gcd, aoe_radius, icon, is_heal, passive_stat
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- ability_name, type, damage, ability_range, cooldown, uses_gcd, aoe_radius, icon, is_heal, passive_stat, element
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- Typen: Single, AOE, Utility, Ult, Passive
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### AbilitySet (ability_set.gd)
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- abilities (Array[Ability]), aa_damage, aa_range, aa_is_heal
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### AbilityModifier (geplant)
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- Verändert Ability (Element, Beruf, Prestige)
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### AbilityModifier (geplant, Zukunft)
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- Verändert Ability (Beruf, Prestige)
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### Rollen-Ordner (damage/, tank/, healer/)
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- set.tres — AbilitySet der Rolle
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- abilities/ — 5 Ability .tres pro Rolle (single, aoe, utility, ult, passive)
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@@ -132,10 +139,27 @@ autoloads/ — Globaler Zustand
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- Ability-Ausführung (Single, AOE, Utility, Ult) + Auto-Attack in _process
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- Listener: ability_use_requested
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- Event: attack_executed, damage_requested, heal_requested
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### BuffSystem (buff_system.gd)
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- Passive-Buffs (damage/heal/shield Multiplikatoren in Stats)
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- Listener: role_changed
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- Event: buff_changed, shield_changed
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### EffectSystem (effect_system.gd)
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- Verwaltet Buffs, Debuffs und Auras auf Entities
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- Effect Resource (effect.gd): effect_name, type (BUFF/DEBUFF/AURA), stat, value, duration, is_multiplier, aura_radius, tick_interval, element
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- State: active_effects Dictionary[Node, Array[Dict]] (effect, source, remaining, tick_timer)
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- Kein Stacking: gleicher effect_name auf Entity → wird refreshed statt gestackt
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- Passive-Abilities werden als AURA-Effekte erstellt (role_changed → permanente Auras)
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- 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
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- _process: Dauer ticken, abgelaufene entfernen, DoT/HoT-Ticks, Aura-Propagierung
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- _recalc_stat_buffs: Multiplier-Effekte aggregieren → buff_damage/heal/shield in Stats
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- Listener: role_changed, entity_died, effect_requested
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- Event: buff_changed, shield_changed, effect_applied, effect_expired
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### ElementSystem (element_system.gd)
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- Verwaltet Element-Zustände auf Entities und löst Elementareffekte aus
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- Element Enum: NONE, FIRE (erweiterbar)
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- State: applied_elements Dictionary[Node, int]
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- Nur Entities in Gruppen "enemies" oder "portals" erhalten Elemente
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- Bei Element-Schaden: Element auf Ziel anwenden, passenden Effekt erstellen
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- Feuer: DoT (3 Schaden/Tick, 2s Interval, 6s Dauer)
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- Bei zwei verschiedenen Elementen: Reaktion auslösen (Zukunft)
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- Listener: element_damage_dealt, entity_died, effect_expired
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- Event: element_applied, element_reaction
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### CooldownSystem (cooldown_system.gd)
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- Cooldown-Tracking, GCD, AA-Timer per Entity
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- register/deregister per Entity, direkte Funktionsaufrufe vom AbilitySystem
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@@ -166,7 +190,7 @@ autoloads/ — Globaler Zustand
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## Welt (world/)
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- world.tscn — Hauptszene (100x100m)
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- Systems (alle 10 Systeme als Child-Nodes)
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- Systems (alle 11 Systeme als Child-Nodes)
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- NavigationRegion3D
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- Boden (MeshInstance3D, 100x100m PlaneMesh)
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- Kollision (StaticBody3D, WorldBoundaryShape3D)
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@@ -185,7 +209,7 @@ autoloads/ — Globaler Zustand
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- Camera3D
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- Movement (Node, movement.gd) — WASD + Springen, liest Werte von Stats
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- Combat (Node, combat.gd) — Input-Handler, emittiert ability_use_requested
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- Role (Node, role.gd) — Rollenwechsel ALT+1/2/3, emittiert role_changed
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- Role (Node, role.gd) — Rollenwechsel ALT+1/2/3, emittiert role_changed (auch bei _ready)
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- Targeting (Node, targeting.gd) — Klick/TAB, emittiert target_requested
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- player.gd — Registriert bei Stats mit PlayerStats Resource, Sichtbarkeit bei Tod/Respawn
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- camera.gd — LMB freies Umsehen, RMB Kamera + Laufrichtung
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@@ -199,7 +223,7 @@ autoloads/ — Globaler Zustand
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- DetectionArea (Area3D, emittiert enemy_detected)
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- NavigationAgent3D
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- EnemyMovement (Node, enemy_movement.gd) — Empfängt Bewegungsbefehle
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- Healthbar (Sprite3D + SubViewport, healthbar.gd) — liest HP/Shield von Stats
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- Healthbar (Sprite3D + SubViewport, healthbar.gd) — liest HP/Shield von Stats, zeigt Effekt-Icons
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- enemy.gd — Registriert bei Stats mit EnemyStats Resource, Detection-Area Signal
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- Aggro-Regeln (Werte in AggroConfig Resource):
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- Aufbau:
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@@ -242,7 +266,7 @@ autoloads/ — Globaler Zustand
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## Dungeon (dungeon/)
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- dungeon.tscn — Geschlossener Raum (15x90m, Wände, dunkles Licht)
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- Systems (alle 10 Systeme, temporär bis Welt parallel läuft)
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- Systems (alle 11 Systeme, temporär bis Welt parallel läuft)
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- NavigationRegion3D
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- Boden, 4 Wände (StaticBody3D + BoxMesh, 3m hoch)
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- Spieler (Instanz von player.tscn)
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@@ -257,9 +281,10 @@ autoloads/ — Globaler Zustand
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- hud.tscn — CanvasLayer
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- HealthBar (ProgressBar, Label)
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- ShieldBar (ProgressBar, Label)
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- EffectContainer (HBoxContainer, programmatisch, unter ShieldBar)
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- RespawnTimer (Label, Countdown bei Tod)
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- AbilityBar (HBoxContainer, RoleIcon + Abilities 1-4 + Passive)
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- hud.gd — Reagiert auf Events, liest Werte von Stats
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- hud.gd — Reagiert auf Events, liest Werte von Stats, zeigt Effekt-Icons
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# Abilities (Werte)
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- Schadens-Klasse:
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@@ -18,7 +18,8 @@
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[ext_resource type="Script" path="res://systems/enemy_ai_system.gd" id="enemy_ai_system"]
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[ext_resource type="Script" path="res://systems/respawn_system.gd" id="respawn_system"]
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[ext_resource type="Script" path="res://systems/spawn_system.gd" id="spawn_system"]
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[ext_resource type="Script" path="res://systems/buff_system.gd" id="buff_system"]
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[ext_resource type="Script" path="res://systems/effect_system.gd" id="effect_system"]
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[ext_resource type="Script" path="res://systems/element_system.gd" id="element_system"]
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[sub_resource type="NavigationMesh" id="NavigationMesh_1"]
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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)
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@@ -90,8 +91,11 @@ script = ExtResource("respawn_system")
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[node name="SpawnSystem" type="Node" parent="Systems"]
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script = ExtResource("spawn_system")
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[node name="BuffSystem" type="Node" parent="Systems"]
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script = ExtResource("buff_system")
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[node name="EffectSystem" type="Node" parent="Systems"]
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script = ExtResource("effect_system")
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[node name="ElementSystem" type="Node" parent="Systems"]
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script = ExtResource("element_system")
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[node name="NavigationRegion3D" type="NavigationRegion3D" parent="."]
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navigation_mesh = SubResource("NavigationMesh_1")
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@@ -1,5 +1,9 @@
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extends Sprite3D
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const ICON_SIZE := 10
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const ICON_MARGIN := 1
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const BORDER_W := 1
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@onready var viewport: SubViewport = $SubViewport
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@onready var health_bar: ProgressBar = $SubViewport/HealthBar
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@onready var border: ColorRect = $SubViewport/Border
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@@ -8,19 +12,37 @@ extends Sprite3D
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var shield_bar: ProgressBar = null
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var style_normal: StyleBoxFlat
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var style_aggro: StyleBoxFlat
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var effect_container: HBoxContainer = null
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var base_viewport_height: int = 0
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func _ready() -> void:
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texture = viewport.get_texture()
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shield_bar = $SubViewport.get_node_or_null("ShieldBar")
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border.visible = false
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style_normal = health_bar.get_theme_stylebox("fill").duplicate()
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style_aggro = style_normal.duplicate()
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style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
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base_viewport_height = viewport.size.y
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_create_effect_container()
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texture = viewport.get_texture()
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EventBus.target_changed.connect(_on_target_changed)
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EventBus.health_changed.connect(_on_health_changed)
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EventBus.shield_changed.connect(_on_shield_changed)
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EventBus.effect_applied.connect(_on_effect_applied)
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EventBus.effect_expired.connect(_on_effect_expired)
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_init_bars()
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func _create_effect_container() -> void:
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effect_container = HBoxContainer.new()
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effect_container.name = "EffectContainer"
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var y_pos: float = 0.0
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if shield_bar and shield_bar.visible:
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y_pos = shield_bar.offset_bottom + 2
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else:
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y_pos = health_bar.offset_bottom + 2
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effect_container.position = Vector2(2, y_pos)
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effect_container.add_theme_constant_override("separation", ICON_MARGIN)
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viewport.add_child(effect_container)
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func _init_bars() -> void:
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var max_health: Variant = Stats.get_stat(parent_node, "max_health")
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if max_health != null:
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@@ -33,6 +55,7 @@ func _init_bars() -> void:
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shield_bar.value = Stats.get_stat(parent_node, "shield")
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else:
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shield_bar.visible = false
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effect_container.position.y = health_bar.offset_bottom + 2
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func _process(_delta: float) -> void:
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var player: Node = get_tree().get_first_node_in_group("player")
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@@ -55,3 +78,82 @@ func _on_shield_changed(entity: Node, current: float, max_val: float) -> void:
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func _on_target_changed(_player: Node, target: Node) -> void:
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border.visible = (target == get_parent())
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func _on_effect_applied(target: Node, effect: Effect) -> void:
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if target != parent_node:
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return
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_add_effect_icon(effect)
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func _on_effect_expired(target: Node, effect: Effect) -> void:
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if target != parent_node:
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return
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_remove_effect_icon(effect)
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func _add_effect_icon(effect: Effect) -> void:
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var panel := _create_icon_panel(effect)
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var insert_idx: int = _get_sorted_index(effect.type)
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effect_container.add_child(panel)
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effect_container.move_child(panel, insert_idx)
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_resize_viewport()
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func _remove_effect_icon(effect: Effect) -> void:
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for child in effect_container.get_children():
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if child.has_meta("effect_type") and child.has_meta("effect_name"):
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if child.get_meta("effect_type") == effect.type and child.get_meta("effect_name") == effect.effect_name:
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child.queue_free()
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_resize_viewport.call_deferred()
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return
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func _get_sorted_index(type: int) -> int:
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var idx := 0
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for child in effect_container.get_children():
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if not child.has_meta("effect_type"):
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continue
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var child_type: int = child.get_meta("effect_type")
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if child_type <= type:
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idx += 1
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else:
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break
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return idx
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func _create_icon_panel(effect: Effect) -> PanelContainer:
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var panel := PanelContainer.new()
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var style := StyleBoxFlat.new()
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match effect.type:
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Effect.Type.AURA:
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style.bg_color = Color(0.15, 0.15, 0.3, 1)
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style.border_color = Color(0.3, 0.5, 1.0, 1)
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Effect.Type.BUFF:
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style.bg_color = Color(0.15, 0.3, 0.15, 1)
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style.border_color = Color(0.3, 1.0, 0.3, 1)
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Effect.Type.DEBUFF:
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style.bg_color = Color(0.3, 0.15, 0.15, 1)
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style.border_color = Color(1.0, 0.3, 0.3, 1)
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style.set_border_width_all(BORDER_W)
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style.set_content_margin_all(0)
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panel.add_theme_stylebox_override("panel", style)
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var label := Label.new()
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label.text = effect.effect_name.left(1)
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -10,3 +10,4 @@ damage = 20.0
|
||||
ability_range = 5.0
|
||||
cooldown = 3.0
|
||||
icon = "2"
|
||||
element = 1
|
||||
|
||||
@@ -9,3 +9,4 @@ damage = 30.0
|
||||
ability_range = 20.0
|
||||
cooldown = 2.0
|
||||
icon = "1"
|
||||
element = 1
|
||||
|
||||
@@ -11,3 +11,4 @@ ability_range = 20.0
|
||||
cooldown = 15.0
|
||||
aoe_radius = 3.0
|
||||
icon = "4"
|
||||
element = 1
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
@@ -1 +0,0 @@
|
||||
uid://da2jm0awq2lnh
|
||||
14
systems/effect.gd
Normal file
14
systems/effect.gd
Normal file
@@ -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
1
systems/effect.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://djbni7iy5pw2m
|
||||
190
systems/effect_system.gd
Normal file
190
systems/effect_system.gd
Normal file
@@ -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)
|
||||
1
systems/effect_system.gd.uid
Normal file
1
systems/effect_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://drdlh6tq0dfwo
|
||||
53
systems/element_system.gd
Normal file
53
systems/element_system.gd
Normal file
@@ -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)
|
||||
1
systems/element_system.gd.uid
Normal file
1
systems/element_system.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bqebxfvticxto
|
||||
Reference in New Issue
Block a user