This commit is contained in:
Marek Lenczewski
2026-04-02 16:02:24 +02:00
parent e76c66eda6
commit 47f4fe3d90
106 changed files with 434 additions and 204 deletions

169
systems/ability_system.gd Normal file
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extends Node
func _ready() -> void:
EventBus.ability_use_requested.connect(_on_ability_use_requested)
func _process(_delta: float) -> void:
var players := get_tree().get_nodes_in_group("player")
for player in players:
if not Stats.is_alive(player):
continue
_try_auto_attack(player)
func _try_auto_attack(player: Node) -> void:
var targeting: Node = player.get_node_or_null("Targeting")
if not targeting or not targeting.in_combat or not targeting.current_target:
return
if not is_instance_valid(targeting.current_target):
return
var cooldown_system: Node = get_node("../CooldownSystem")
if not cooldown_system.is_aa_ready(player):
return
var role: Node = player.get_node("Role")
var ability_set: AbilitySet = role.get_ability_set()
if not ability_set:
return
var aa_damage: float = ability_set.aa_damage
var aa_range: float = ability_set.aa_range
var aa_is_heal: bool = ability_set.aa_is_heal
var dmg: float = _apply_passive(player, aa_damage, "heal" if aa_is_heal else "damage")
if aa_is_heal:
EventBus.heal_requested.emit(player, player, dmg)
else:
var dist: float = player.global_position.distance_to(targeting.current_target.global_position)
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
cooldown_system.set_aa_cooldown(player, aa_cd)
func _on_ability_use_requested(player: Node, ability_index: 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 or ability_index >= ability_set.abilities.size():
return
var ability: Ability = ability_set.abilities[ability_index]
if not ability or ability.type == Ability.Type.PASSIVE:
return
var cooldown_system: Node = get_node("../CooldownSystem")
if not cooldown_system.is_ready(player, ability_index):
return
if ability.uses_gcd and not cooldown_system.is_gcd_ready(player):
return
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 gcd: float = gcd_time if ability.uses_gcd else 0.0
cooldown_system.set_cooldown(player, ability_index, ability.cooldown, gcd)
func _execute_ability(player: Node, ability: Ability) -> bool:
var targeting: Node = player.get_node("Targeting")
var stat: String = "heal" if ability.is_heal else "damage"
var dmg: float = _apply_passive(player, ability.damage, stat)
match ability.type:
Ability.Type.SINGLE:
return _execute_single(player, targeting, ability, dmg)
Ability.Type.AOE:
return _execute_aoe(player, ability, dmg)
Ability.Type.UTILITY:
return _execute_utility(player, ability)
Ability.Type.ULT:
return _execute_ult(player, targeting, ability, dmg)
return false
func _apply_passive(player: Node, base: float, stat: String) -> float:
var mult: Variant = Stats.get_stat(player, "buff_" + stat)
if mult != null:
return base * mult
return base
func _in_range(player: Node, targeting: Node, ability: Ability) -> bool:
if ability.ability_range <= 0 or ability.is_heal:
return true
if not is_instance_valid(targeting.current_target):
return false
var dist: float = player.global_position.distance_to(targeting.current_target.global_position)
return dist <= ability.ability_range
func _execute_single(player: Node, targeting: Node, ability: Ability, dmg: float) -> bool:
if ability.is_heal:
EventBus.heal_requested.emit(player, player, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
if not _in_range(player, targeting, ability):
return false
if not is_instance_valid(targeting.current_target):
return false
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
func _execute_aoe(player: Node, ability: Ability, dmg: float) -> bool:
if ability.is_heal:
EventBus.heal_requested.emit(player, player, dmg)
var players := get_tree().get_nodes_in_group("player")
for p in players:
if p != player and is_instance_valid(p):
var dist: float = player.global_position.distance_to(p.global_position)
if dist <= ability.ability_range:
EventBus.heal_requested.emit(player, p, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
var hit := false
var enemies := get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist <= ability.ability_range:
EventBus.damage_requested.emit(player, enemy, dmg)
hit = true
if hit:
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return hit
func _execute_utility(player: Node, ability: Ability) -> bool:
var max_shield: float = Stats.get_stat(player, "max_shield")
if max_shield <= 0:
return false
var shield: float = Stats.get_stat(player, "shield")
if ability.damage > 0:
shield = max_shield * (ability.damage / 100.0)
else:
if shield >= max_shield:
return false
shield = max_shield
Stats.set_stat(player, "shield", shield)
EventBus.shield_changed.emit(player, shield, max_shield)
return true
func _execute_ult(player: Node, targeting: Node, ability: Ability, dmg: float) -> bool:
if ability.is_heal:
EventBus.heal_requested.emit(player, player, dmg)
var players := get_tree().get_nodes_in_group("player")
var aoe_range: float = ability.aoe_radius if ability.aoe_radius > 0 else ability.ability_range
for p in players:
if p != player and is_instance_valid(p):
var dist: float = player.global_position.distance_to(p.global_position)
if dist <= aoe_range:
EventBus.heal_requested.emit(player, p, dmg * 0.4)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
if not _in_range(player, targeting, ability):
return false
if not is_instance_valid(targeting.current_target):
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
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:
EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 5.0)
return true

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130
systems/aggro_system.gd Normal file
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extends Node
var aggro_tables: Dictionary = {}
var seconds_outside: Dictionary = {}
func _ready() -> void:
EventBus.damage_dealt.connect(_on_damage_dealt)
EventBus.heal_requested.connect(_on_heal_requested)
EventBus.entity_died.connect(_on_entity_died)
EventBus.enemy_detected.connect(_on_enemy_detected)
func _process(delta: float) -> void:
for enemy in aggro_tables.keys():
if not is_instance_valid(enemy):
aggro_tables.erase(enemy)
seconds_outside.erase(enemy)
continue
_decay_aggro(enemy, delta)
_update_target(enemy)
func _decay_aggro(enemy: Node, delta: float) -> void:
var table: Dictionary = aggro_tables[enemy]
var base: BaseStats = Stats.get_base(enemy)
var portal_radius: float = base.portal_radius if base is EnemyStats else 10.0
var aggro_decay: float = base.aggro_decay if base is EnemyStats else 1.0
var outside_portal := false
if "portal" in enemy and enemy.portal and is_instance_valid(enemy.portal):
var dist: float = enemy.global_position.distance_to(enemy.portal.global_position)
if dist > portal_radius:
outside_portal = true
seconds_outside[enemy] = seconds_outside.get(enemy, 0.0) + delta
else:
seconds_outside[enemy] = 0.0
for player in table.keys():
var decay: float = aggro_decay * delta
if outside_portal:
var bonus: float = table[player] * 0.01 * pow(2, seconds_outside.get(enemy, 0.0)) * delta
decay += bonus
table[player] -= decay
if not outside_portal and "portal" in enemy and enemy.portal and is_instance_valid(player):
var player_dist: float = player.global_position.distance_to(enemy.portal.global_position)
if player_dist <= portal_radius and table[player] < 1.0:
table[player] = 1.0
if table[player] <= 0:
table.erase(player)
func _update_target(enemy: Node) -> void:
if not "state" in enemy:
return
var table: Dictionary = aggro_tables[enemy]
var top: Node = _get_top_target(table)
if top and top != enemy.target:
enemy.target = top
if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
enemy.state = enemy.State.CHASE
elif not top and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN:
enemy.target = null
enemy.state = enemy.State.RETURN
func _add_aggro(enemy: Node, player: Node, amount: float) -> void:
if enemy not in aggro_tables:
aggro_tables[enemy] = {}
if player in aggro_tables[enemy]:
aggro_tables[enemy][player] += amount
else:
aggro_tables[enemy][player] = amount
func _get_top_target(table: Dictionary) -> Node:
var top: Node = null
var top_val := 0.0
for player in table:
if is_instance_valid(player) and table[player] > top_val:
top_val = table[player]
top = player
return top
func _alert_nearby(enemy: Node, target: Node) -> void:
var base: BaseStats = Stats.get_base(enemy)
var alert_radius: float = base.alert_radius if base is EnemyStats else 3.0
var enemies := enemy.get_tree().get_nodes_in_group("enemies")
for other in enemies:
if other != enemy and is_instance_valid(other) and "state" in other:
if other.state == other.State.IDLE:
var dist: float = enemy.global_position.distance_to(other.global_position)
if dist <= alert_radius:
_add_aggro(other, target, 1.0)
other.target = target
other.state = other.State.CHASE
EventBus.enemy_engaged.emit(other, target)
func _on_enemy_detected(enemy: Node, player: Node) -> void:
if not enemy.is_in_group("enemies"):
return
if "state" in enemy:
if enemy.state == enemy.State.CHASE or enemy.state == enemy.State.ATTACK:
return
_add_aggro(enemy, player, 1.0)
if "state" in enemy:
enemy.target = player
enemy.state = enemy.State.CHASE
EventBus.enemy_engaged.emit(enemy, player)
_alert_nearby(enemy, player)
func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
if not target.is_in_group("enemies") and not target.is_in_group("portals"):
return
var multiplier := 1.0
var role: Node = attacker.get_node_or_null("Role")
if role and role.current_role == 0:
multiplier = 2.0
_add_aggro(target, attacker, amount * multiplier)
func _on_heal_requested(healer: Node, _target: Node, amount: float) -> void:
if not healer.is_in_group("player"):
return
for enemy in aggro_tables:
if is_instance_valid(enemy) and healer in aggro_tables[enemy]:
_add_aggro(enemy, healer, amount * 0.5)
func _on_entity_died(entity: Node) -> void:
aggro_tables.erase(entity)
seconds_outside.erase(entity)
for enemy in aggro_tables:
if is_instance_valid(enemy):
aggro_tables[enemy].erase(entity)
if "target" in enemy and entity == enemy.target:
enemy.target = null
enemy.state = enemy.State.RETURN

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systems/buff_system.gd Normal file
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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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extends Node
var cooldowns: Dictionary = {}
func _ready() -> void:
add_to_group("cooldown_system")
EventBus.role_changed.connect(_on_role_changed)
func register(entity: Node, ability_count: int) -> void:
cooldowns[entity] = {
"cds": [] as Array[float],
"max_cds": [] as Array[float],
"gcd": 0.0,
"aa": 0.0,
}
cooldowns[entity]["cds"].resize(ability_count)
cooldowns[entity]["cds"].fill(0.0)
cooldowns[entity]["max_cds"].resize(ability_count)
cooldowns[entity]["max_cds"].fill(0.0)
func deregister(entity: Node) -> void:
cooldowns.erase(entity)
func _process(delta: float) -> void:
for entity in cooldowns:
if not is_instance_valid(entity):
continue
var data: Dictionary = cooldowns[entity]
if data["gcd"] > 0:
data["gcd"] -= delta
if data["aa"] > 0:
data["aa"] -= delta
var cds: Array = data["cds"]
for i in range(cds.size()):
if cds[i] > 0:
cds[i] -= delta
EventBus.cooldown_tick.emit(cds, data["max_cds"], data["gcd"])
func is_ready(entity: Node, index: int) -> bool:
if entity not in cooldowns:
return false
return cooldowns[entity]["cds"][index] <= 0
func is_gcd_ready(entity: Node) -> bool:
if entity not in cooldowns:
return false
return cooldowns[entity]["gcd"] <= 0
func is_aa_ready(entity: Node) -> bool:
if entity not in cooldowns:
return false
return cooldowns[entity]["aa"] <= 0
func set_cooldown(entity: Node, index: int, cd: float, gcd: float) -> void:
if entity not in cooldowns:
return
var data: Dictionary = cooldowns[entity]
data["cds"][index] = cd
data["max_cds"][index] = max(cd, gcd)
if gcd > 0:
data["gcd"] = gcd
func set_aa_cooldown(entity: Node, cd: float) -> void:
if entity not in cooldowns:
return
cooldowns[entity]["aa"] = cd
func _on_role_changed(player: Node, _role_type: int) -> void:
if player in cooldowns:
var data: Dictionary = cooldowns[player]
data["cds"].fill(0.0)
data["max_cds"].fill(0.0)
data["gcd"] = 0.0

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systems/damage_system.gd Normal file
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extends Node

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extends Node
var attack_timers: Dictionary = {}
func _physics_process(delta: float) -> void:
for enemy in get_tree().get_nodes_in_group("enemies"):
if not is_instance_valid(enemy) or not Stats.is_alive(enemy):
continue
if enemy.state != enemy.State.ATTACK:
continue
_handle_attack(enemy, delta)
func _handle_attack(enemy: Node, delta: float) -> void:
if enemy not in attack_timers:
attack_timers[enemy] = 0.0
attack_timers[enemy] -= delta
if not is_instance_valid(enemy.target):
enemy.state = enemy.State.RETURN
return
var base: BaseStats = Stats.get_base(enemy)
var attack_range: float = base.attack_range if base is EnemyStats else 2.0
var dist: float = enemy.global_position.distance_to(enemy.target.global_position)
if dist > attack_range:
enemy.state = enemy.State.CHASE
return
if attack_timers[enemy] <= 0:
var attack_cooldown: float = base.attack_cooldown if base is EnemyStats else 1.5
var attack_damage: float = base.attack_damage if base is EnemyStats else 5.0
attack_timers[enemy] = attack_cooldown
EventBus.damage_requested.emit(enemy, enemy.target, attack_damage)
enemy.velocity.x = 0
enemy.velocity.z = 0

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systems/health_system.gd Normal file
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extends Node
func _ready() -> void:
EventBus.damage_requested.connect(_on_damage_requested)
EventBus.heal_requested.connect(_on_heal_requested)
func _process(delta: float) -> void:
for entity in Stats.entities:
if not is_instance_valid(entity):
continue
var data: Dictionary = Stats.entities[entity]
if not data["alive"]:
continue
var regen: float = data["health_regen"]
if regen > 0 and data["health"] < data["max_health"]:
data["health"] = min(data["health"] + regen * delta, data["max_health"])
EventBus.health_changed.emit(entity, data["health"], data["max_health"])
func _on_damage_requested(attacker: Node, target: Node, amount: float) -> void:
if not Stats.is_alive(target):
return
var remaining: float = amount
var shield_system: Node = get_node_or_null("../ShieldSystem")
if shield_system:
remaining = shield_system.absorb(target, remaining)
EventBus.damage_dealt.emit(attacker, target, amount)
if remaining > 0:
_take_damage(target, remaining)
func _take_damage(entity: Node, amount: float) -> void:
var health: float = Stats.get_stat(entity, "health")
health -= amount
if health <= 0:
health = 0
Stats.set_stat(entity, "health", health)
var max_health: float = Stats.get_stat(entity, "max_health")
EventBus.health_changed.emit(entity, health, max_health)
if health <= 0:
Stats.set_stat(entity, "alive", false)
EventBus.entity_died.emit(entity)
func _on_heal_requested(healer: Node, target: Node, amount: float) -> void:
if not Stats.is_alive(target):
return
var health: float = Stats.get_stat(target, "health")
var max_health: float = Stats.get_stat(target, "max_health")
health = min(health + amount, max_health)
Stats.set_stat(target, "health", health)
EventBus.health_changed.emit(target, health, max_health)

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systems/respawn_system.gd Normal file
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extends Node
var dead_players: Dictionary = {}
func _ready() -> void:
EventBus.entity_died.connect(_on_entity_died)
func _process(delta: float) -> void:
for player in dead_players.keys():
if not is_instance_valid(player):
dead_players.erase(player)
continue
dead_players[player] -= delta
EventBus.respawn_tick.emit(dead_players[player])
if dead_players[player] <= 0:
_respawn(player)
func _on_entity_died(entity: Node) -> void:
if not entity.is_in_group("player"):
return
if entity in dead_players:
return
var base: BaseStats = Stats.get_base(entity)
var respawn_time: float = base.respawn_time if base is PlayerStats else 3.0
dead_players[entity] = respawn_time
entity.velocity = Vector3.ZERO
entity.get_node("Mesh").visible = false
entity.get_node("CollisionShape3D").disabled = true
entity.get_node("Movement").set_physics_process(false)
entity.get_node("Combat").set_process_unhandled_input(false)
entity.get_node("Targeting").set_process_unhandled_input(false)
func _respawn(player: Node) -> void:
dead_players.erase(player)
player.global_position = Vector3(0, 1, -5)
player.get_node("Mesh").visible = true
player.get_node("CollisionShape3D").disabled = false
player.get_node("Movement").set_physics_process(true)
player.get_node("Combat").set_process_unhandled_input(true)
player.get_node("Targeting").set_process_unhandled_input(true)
var max_health: float = Stats.get_stat(player, "max_health")
var max_shield: float = Stats.get_stat(player, "max_shield")
Stats.set_stat(player, "health", max_health)
Stats.set_stat(player, "shield", max_shield)
Stats.set_stat(player, "alive", true)
EventBus.health_changed.emit(player, max_health, max_health)
EventBus.shield_changed.emit(player, max_shield, max_shield)
EventBus.player_respawned.emit(player)

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systems/shield_system.gd Normal file
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extends Node
func _process(delta: float) -> void:
for entity in Stats.entities:
if not is_instance_valid(entity):
continue
var data: Dictionary = Stats.entities[entity]
if not data["alive"]:
continue
var max_shield: float = data["max_shield"]
if max_shield <= 0:
continue
var shield: float = data["shield"]
if shield < max_shield:
data["shield_regen_timer"] += delta
if data["shield_regen_timer"] >= data["shield_regen_delay"]:
var regen_rate: float = max_shield / data["shield_regen_time"]
shield += regen_rate * delta
if shield >= max_shield:
shield = max_shield
EventBus.shield_regenerated.emit(entity)
data["shield"] = shield
EventBus.shield_changed.emit(entity, shield, max_shield)
func absorb(entity: Node, amount: float) -> float:
var shield: float = Stats.get_stat(entity, "shield")
if shield == null or shield <= 0:
return amount
Stats.set_stat(entity, "shield_regen_timer", 0.0)
var absorbed: float = min(amount, shield)
shield -= absorbed
Stats.set_stat(entity, "shield", shield)
var max_shield: float = Stats.get_stat(entity, "max_shield")
if shield <= 0:
EventBus.shield_broken.emit(entity)
EventBus.shield_changed.emit(entity, shield, max_shield)
return amount - absorbed

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systems/spawn_system.gd Normal file
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extends Node
const ENEMY_SCENE: PackedScene = preload("res://enemy/enemy.tscn")
var portal_data: Dictionary = {}
func _ready() -> void:
EventBus.health_changed.connect(_on_health_changed)
EventBus.entity_died.connect(_on_entity_died)
func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
if not entity.is_in_group("portals"):
return
if entity not in portal_data:
var base: BaseStats = Stats.get_base(entity)
var thresholds: Array[float] = base.thresholds if base is PortalStats else [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
var triggered: Array[bool] = []
triggered.resize(thresholds.size())
triggered.fill(false)
portal_data[entity] = { "thresholds": thresholds, "triggered": triggered }
if current <= 0:
return
var data: Dictionary = portal_data[entity]
var ratio: float = current / max_val
var base: BaseStats = Stats.get_base(entity)
var spawn_count: int = base.spawn_count if base is PortalStats else 3
for i in range(data["thresholds"].size()):
if not data["triggered"][i] and ratio <= data["thresholds"][i]:
data["triggered"][i] = true
_spawn_enemies(entity, spawn_count)
func _spawn_enemies(portal: Node, count: int) -> void:
var spawned: Array = []
for j in range(count):
var entity: Node = ENEMY_SCENE.instantiate()
var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
portal.get_parent().add_child(entity)
entity.global_position = portal.global_position + offset
entity.spawn_position = portal.global_position
entity.portal = portal
spawned.append(entity)
var player: Node = get_tree().get_first_node_in_group("player")
if player:
var dist: float = portal.global_position.distance_to(player.global_position)
if dist <= 10.0:
for entity in spawned:
EventBus.enemy_detected.emit(entity, player)
EventBus.portal_spawn.emit(portal, spawned)
func _on_entity_died(entity: Node) -> void:
if entity.is_in_group("portals"):
portal_data.erase(entity)

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uid://c84voxmnaifyt