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

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