This commit is contained in:
Marek Le
2026-03-30 09:03:29 +02:00
parent 80a65fa555
commit 4fddc74df1
31 changed files with 295 additions and 153 deletions

87
plan.md
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@@ -21,6 +21,7 @@
- HUD (Instanz von hud.tscn)
- player.tscn — Spieler
- Gruppe (player)
- CharacterBody3D (player.gd)
- Kollision (CapsuleShape3D, 1.8m x 0.3m)
- Mesh (CapsuleMesh)
@@ -28,7 +29,7 @@
- Camera3D (hinter/über Spieler)
- Movement (Node, movement.gd)
- Combat (Node, combat.gd)
- PlayerClass (Node, player_class.gd)
- Role (Node, role.gd)
- Targeting (Node, targeting.gd)
- Health (Node, health.gd)
- Shield (Node, shield.gd)
@@ -40,23 +41,28 @@
- ShieldBar (ProgressBar, links oben, unter HealthBar)
- RespawnTimer (Label, mitte, Countdown bei Tod)
- AbilityBar (HBoxContainer, mitte unten)
- ClassIcon (Label, Klassen-Symbol: T=Tank, D=Schaden, H=Heiler)
- Ability 1-5
- RoleIcon (Label, T=Tank, D=Schaden, H=Heiler)
- Abilities(Label, Fähigkeiten 1-4, Passive P)
- portal.tscn — Portal (Gegner-Spawner, anvisierbar, Gruppe "targetable")
- portal.tscn — Portal (Gegner-Spawner, anvisierbar)
- Gruppe (portals)
- StaticBody3D (portal.gd)
- Kollision (CylinderShape3D)
- Mesh (CylinderMesh, Platzhalter)
- Mesh (CylinderMesh, blau)
- Health (Node, health.gd)
- HitArea (Area3D, Trefferbereich)
- CollisionShape3D
- PortalSpawner (Node, portal_spawner.gd)
- Spawnt 3 Gegner bei 85%, 70%, 55%, 40%, 25%, 10% Leben (einmalig)
- Portal = Spawnpunkt der Gegner
- 10m Aggro-Radius um das Portal
- Spawner (Node, spawner.gd)
- DetectionArea (Area3D, 10m Radius, Auto-Targeting bei Betreten)
- CollisionShape3D (SphereShape3D)
- Healthbar (Sprite3D + SubViewport, healthbar.gd)
- Phase 1: Angreifbar, HP-Bar, spawnt 3 Gegner bei 85%/70%/55%/40%/25%/10% Leben
- Portal = Spawnpunkt, 10m Aggro-Radius
- Phase 2 (geplant): Bei 0 HP → Portal wird Gate, teleportiert in Dungeon
- Abgesperrter Bereich mit Gegner-Gruppen und Boss
- enemy.tscn — Gegner
- Gruppe (enemies)
- CharacterBody3D (enemy.gd)
- Kollision (CapsuleShape3D)
- Mesh (SphereMesh, Platzhalter)
@@ -80,41 +86,54 @@
- player.gd — Kern, verbindet Komponenten
- camera.gd — LMB freies Umsehen, RMB Kamera + Laufrichtung anpassen
- movement.gd — Bewegung (WASD relativ zur Kamera), Springen, Schwerkraft
- combat.gd — Führt Abilities aus, verwaltet Cooldowns (GCD 1s), Fähigkeiten 1-5
- 1 Single: 10 Schaden, Distanzprüfung, 0s CD, GCD
- 2 AOE: 5 Schaden im Bereich, 3s CD, GCD
- 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD
- 4 Ult: 4x Single + 2x AOE um Ziel, 30s CD, GCD
- 5 Passive: 50% mehr Schaden (permanent aktiv, kein CD)
- targeting.gd — Klick/TAB anvisieren (Gruppe "targetable"), Kampfmodus bei Gegner-Angriff, Auto-Targeting auf nächsten Gegner
- combat.gd — Führt Abilities aus, verwaltet Cooldowns (GCD 0.5s), Auto-Attack (10 Schaden, 1s, 20m)
- targeting.gd — Klick/TAB anvisieren (Gruppen "enemies" + "portals"), Kampfmodus bei Gegner-Angriff, Auto-Targeting (Gegner > Portal)
- event_bus.gd — Autoload-Singleton, globale Signals
- portal.gd — Portal-Kern, Gruppe "targetable", kein Kampf/Aggro/State
- portal_spawner.gd — Spawnt Gegner bei Lebensschwellen, setzt Portal als Spawnpunkt
- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), alarmiert Gegner in 3m, Gruppe "enemies" + "targetable"
- role.gd — Rollenwechsel ALT+1 bis ALT+3 (Tank/Schaden/Heiler), tauscht AbilitySet
- respawn.gd — Bei Tod: Spieler deaktivieren, 3s Timer, Respawn am Startpunkt, Leben/Schild voll
- hud.gd — Reagiert auf Events, aktualisiert HealthBar/ShieldBar/AbilityBar/RespawnTimer
- portal.gd — Portal-Kern, Gruppe "portals", stirbt bei 0 HP, kein Kampf/Aggro/State
- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), alarmiert Gegner in 3m, Gruppe "enemies"
- enemy_movement.gd — Navigation zum Ziel/Spawnpunkt
- enemy_combat.gd — Angriff über Event (damage_requested)
- enemy_aggro.gd — Aggro-Tabelle (Spieler → Wert), wählt Ziel mit höchstem Aggro
- Schaden = Aggro (1:1)
- Heilung = Aggro (0.5x)
- Tank = Aggro-Multiplikator (2x)
- Aggro verfällt -1/s
- Außerhalb 10m Portal-Radius: Aggro verfällt 1% * 2 je s (1%, 2%, 4%, 8%, ...)
- Ohne Aggro: Gegner kehrt zum Portal zurück, regeneriert 10% Leben/s bis 100%, dann 1%/s
- Bei Spieler-Tod → Aggro auf 0
- health.gd — Leben, 1/s Regeneration, Tod bei 0 (wiederverwendbar)
- shield.gd — Schild, regeneriert nach 3s ohne Schaden, in 5s voll (wiederverwendbar)
- player_class.gd — Klassenwechsel ALT+1 bis ALT+3 (Tank/Schaden/Heiler), tauscht AbilitySet
- respawn.gd — Bei Tod: Spieler deaktivieren, 3s Timer, Respawn am Startpunkt, Leben/Schild voll
- hud.gd — Reagiert auf Events, aktualisiert HealthBar/ShieldBar/AbilityBar/RespawnTimer
## Components (scripts/components/, wiederverwendbar)
- health.gd — Leben, Regeneration, Tod bei 0 (liest Base-Werte aus EntityStats)
- shield.gd — Schild, Regeneration nach Delay (liest Base-Werte aus EntityStats)
- healthbar.gd — Liest Health/Shield (optional) vom Parent, gelber Rand bei Anvisierung, blauer Lebensbalken wenn Spieler Ziel ist (nur bei Gegnern)
- spawner.gd — Spawnt Entities bei Lebensschwellen, engagt Spieler im Portal-Radius sofort
## Stats (Resources)
- entity_stats.gd (Resource) — max_health, health_regen, max_shield, shield_regen_delay, shield_regen_time
- player_stats.tres — health=100, regen=1/s, shield=50, delay=3s, regen_time=5s
- enemy_stats.tres — health=100, regen=0, shield=50, delay=3s, regen_time=5s
- portal_stats.tres — health=500, regen=0, shield=0
## Aggro
- Schaden = Aggro (1:1)
- Heilung = Aggro (0.5x)
- Tank = Aggro-Multiplikator (2x)
- Aggro verfällt -1/s
- Spieler im Portal-Radius: Aggro bleibt bei mindestens 1
- Außerhalb 10m Portal-Radius: Aggro verfällt 1% * 2 je s (1%, 2%, 4%, 8%, ...)
- Ohne Aggro: Gegner kehrt zum Portal zurück, regeneriert 10% Leben/s bis 100%, dann 1%/s
- Bei Spieler-Tod → Aggro auf 0
## Abilities (Resources)
- ability.gd (Resource) — name, type, damage, range, cooldown, uses_gcd, execute()
- ability_set.gd (Resource) — Set von 5 Abilities pro Klasse
- ability_modifier.gd (Resource) — Verändert Ability (Element, Beruf, Prestige)
- Typen: Single, AOE, Utility, Ult, Passive
- Jede Klasse hat ein eigenes AbilitySet
- Beim Klassenwechsel wird das AbilitySet getauscht
- Auto-Attack: 10 Schaden, 1s, automatisch bei anvisiertem Gegner im Kampf
- Schadens-Klasse:
- 1 Single: 30 Schaden, 20m Range, 1s CD, GCD
- 2 AOE: 20 Schaden, 5m Range, 3s CD, GCD
- 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD
- 4 Ult: 5x Single (50 Schaden) + 2x AOE 3m (20 Schaden), 20m Range, 15s CD, GCD
- 5 Passive: 50% mehr Schaden (permanent aktiv, kein CD)
- Jede Rolle hat ein eigenes AbilitySet
- Beim Rollenwechsel wird das AbilitySet getauscht
- Elemente und Modifikatoren verändern Abilities nachträglich
## Events
@@ -126,7 +145,7 @@
- shield_regenerated(entity) — Schild ist wieder voll
- target_changed(player, target) — Spieler hat neues Ziel anvisiert
- player_respawned(player) — Spieler ist respawnt
- class_changed(player, class_name) — Spieler hat Klasse gewechselt
- role_changed(player, role_type) — Spieler hat Rolle gewechselt
- health_changed(entity, current, max) — Leben hat sich verändert
- shield_changed(entity, current, max) — Schild hat sich verändert
- respawn_tick(timer) — Respawn-Countdown Update

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@@ -6,7 +6,7 @@
script = ExtResource("1")
ability_name = "AOE"
type = 1
damage = 5.0
damage = 20.0
ability_range = 5.0
cooldown = 3.0
icon = "2"

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@@ -5,6 +5,7 @@
[resource]
script = ExtResource("1")
ability_name = "Single"
damage = 10.0
damage = 30.0
ability_range = 20.0
cooldown = 1.0
icon = "1"

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@@ -8,5 +8,6 @@ ability_name = "Burst"
type = 3
damage = 10.0
ability_range = 20.0
cooldown = 30.0
cooldown = 15.0
aoe_radius = 3.0
icon = "4"

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@@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"]
[resource]
script = ExtResource("1")
max_health = 100.0
health_regen = 0.0
max_shield = 50.0
shield_regen_delay = 3.0
shield_regen_time = 5.0

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@@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"]
[resource]
script = ExtResource("1")
max_health = 100.0
health_regen = 1.0
max_shield = 50.0
shield_regen_delay = 3.0
shield_regen_time = 5.0

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@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"]
[resource]
script = ExtResource("1")
max_health = 500.0
health_regen = 0.0
max_shield = 0.0

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@@ -7,6 +7,7 @@
[ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_combat.gd" id="6"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_aggro.gd" id="7"]
[ext_resource type="Resource" path="res://resources/stats/enemy_stats.tres" id="8"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
radius = 0.4
@@ -53,9 +54,11 @@ mesh = SubResource("SphereMesh_1")
[node name="Health" type="Node" parent="."]
script = ExtResource("2")
stats = ExtResource("8")
[node name="Shield" type="Node" parent="."]
script = ExtResource("3")
stats = ExtResource("8")
[node name="HitArea" type="Area3D" parent="."]
collision_layer = 4

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@@ -8,10 +8,11 @@
[ext_resource type="Script" uid="uid://bpfw71oprcvou" path="res://scripts/components/shield.gd" id="6"]
[ext_resource type="Script" uid="uid://b05nkuryipwny" path="res://scripts/player/targeting.gd" id="8"]
[ext_resource type="Script" uid="uid://dw3dtax5bx0of" path="res://scripts/player/respawn.gd" id="9"]
[ext_resource type="Script" uid="uid://rus4umqvvqq4" path="res://scripts/player/player_class.gd" id="10"]
[ext_resource type="Script" path="res://scripts/player/role.gd" id="10"]
[ext_resource type="Resource" uid="uid://cgxtn7dfs40bh" path="res://resources/ability_sets/tank_set.tres" id="11"]
[ext_resource type="Resource" uid="uid://beodknb6i1pm4" path="res://resources/ability_sets/damage_set.tres" id="12"]
[ext_resource type="Resource" uid="uid://kcwuhnqy34mj" path="res://resources/ability_sets/healer_set.tres" id="13"]
[ext_resource type="Resource" path="res://resources/stats/player_stats.tres" id="14"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
radius = 0.3
@@ -48,14 +49,16 @@ script = ExtResource("8")
[node name="Health" type="Node" parent="." unique_id=1872357630]
script = ExtResource("5")
stats = ExtResource("14")
[node name="Shield" type="Node" parent="." unique_id=716948065]
script = ExtResource("6")
stats = ExtResource("14")
[node name="Respawn" type="Node" parent="." unique_id=1562314386]
script = ExtResource("9")
[node name="PlayerClass" type="Node" parent="." unique_id=134158295]
[node name="Role" type="Node" parent="." unique_id=134158295]
script = ExtResource("10")
tank_set = ExtResource("11")
damage_set = ExtResource("12")

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@@ -3,7 +3,12 @@
[ext_resource type="Script" path="res://scripts/portal/portal.gd" id="1"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"]
[ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="3"]
[ext_resource type="Script" path="res://scripts/portal/portal_spawner.gd" id="4"]
[ext_resource type="Script" path="res://scripts/components/spawner.gd" id="4"]
[ext_resource type="PackedScene" path="res://scenes/enemy/enemy.tscn" id="5"]
[ext_resource type="Resource" path="res://resources/stats/portal_stats.tres" id="6"]
[sub_resource type="SphereShape3D" id="SphereShape3D_1"]
radius = 10.0
[sub_resource type="CylinderShape3D" id="CylinderShape3D_1"]
radius = 1.0
@@ -39,7 +44,7 @@ mesh = SubResource("CylinderMesh_1")
[node name="Health" type="Node" parent="."]
script = ExtResource("2")
max_health = 500.0
stats = ExtResource("6")
[node name="HitArea" type="Area3D" parent="."]
collision_layer = 4
@@ -48,8 +53,17 @@ collision_mask = 0
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea"]
shape = SubResource("CylinderShape3D_2")
[node name="PortalSpawner" type="Node" parent="."]
[node name="DetectionArea" type="Area3D" parent="."]
collision_layer = 0
collision_mask = 1
monitoring = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="DetectionArea"]
shape = SubResource("SphereShape3D_1")
[node name="Spawner" type="Node" parent="."]
script = ExtResource("4")
spawn_scene = ExtResource("5")
[node name="Healthbar" type="Sprite3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0)
@@ -76,3 +90,5 @@ theme_override_styles/fill = SubResource("StyleBoxFlat_health_fill")
max_value = 500.0
value = 500.0
show_percentage = false
[connection signal="body_entered" from="DetectionArea" to="." method="_on_detection_area_body_entered"]

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@@ -1,8 +1,8 @@
[gd_scene format=3 uid="uid://dy1icabu2ssbw"]
[ext_resource type="PackedScene" path="res://scenes/hud/hud.tscn" id="hud"]
[ext_resource type="PackedScene" path="res://scenes/portal/portal.tscn" id="portal"]
[ext_resource type="PackedScene" uid="uid://cdnkbt1f0db7e" path="res://scenes/player/player.tscn" id="player"]
[ext_resource type="PackedScene" path="res://scenes/portal/portal.tscn" id="portal"]
[sub_resource type="NavigationMesh" id="NavigationMesh_1"]
vertices = PackedVector3Array(-9.5, 0.5, -9.5, -9.5, 0.5, 9.5, 9.5, 0.5, 9.5, 9.5, 0.5, -9.5)
@@ -51,5 +51,5 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7, 1, -7)
[node name="HUD" parent="." unique_id=24362518 instance=ExtResource("hud")]
[node name="Portal" parent="." instance=ExtResource("portal")]
[node name="Portal" parent="." unique_id=2086501116 instance=ExtResource("portal")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, 5)

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@@ -9,6 +9,7 @@ enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
@export var ability_range: float = 3.0
@export var cooldown: float = 0.0
@export var uses_gcd: bool = true
@export var aoe_radius: float = 0.0
@export var icon: String = ""
func execute(player: Node, targeting: Node) -> bool:
@@ -69,12 +70,13 @@ func _execute_ult(player: Node, targeting: Node, dmg: float) -> bool:
if not _in_range(player, targeting):
return false
var target: Node3D = targeting.current_target
EventBus.damage_requested.emit(player, target, dmg * 4.0)
EventBus.damage_requested.emit(player, target, dmg * 5.0)
var aoe_range: float = aoe_radius if aoe_radius > 0 else ability_range
var enemies := player.get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
if enemy != target:
var enemy_dist: float = target.global_position.distance_to(enemy.global_position)
if enemy_dist <= ability_range:
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 * 4.0)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 5.0)
return true

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@@ -1,16 +1,19 @@
extends Node
@export var max_health := 100.0
const HEALTH_REGEN := 1.0
@export var stats: EntityStats
var max_health: float
var health_regen: float
var current_health: float
func _ready() -> void:
max_health = stats.max_health
health_regen = stats.health_regen
current_health = max_health
EventBus.damage_requested.connect(_on_damage_requested)
func _process(delta: float) -> void:
if current_health > 0 and current_health < max_health:
current_health = min(current_health + HEALTH_REGEN * delta, max_health)
if current_health > 0 and current_health < max_health and health_regen > 0:
current_health = min(current_health + health_regen * delta, max_health)
EventBus.health_changed.emit(get_parent(), current_health, max_health)
func _on_damage_requested(attacker: Node, target: Node, amount: float) -> void:

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@@ -1,19 +1,25 @@
extends Node
@export var max_shield := 50.0
const REGEN_DELAY := 3.0
const REGEN_TIME := 5.0
@export var stats: EntityStats
var max_shield: float
var regen_delay: float
var regen_time: float
var current_shield: float
var regen_timer := 0.0
func _ready() -> void:
max_shield = stats.max_shield
regen_delay = stats.shield_regen_delay
regen_time = stats.shield_regen_time
current_shield = max_shield
func _process(delta: float) -> void:
if max_shield <= 0:
return
if current_shield < max_shield:
regen_timer += delta
if regen_timer >= REGEN_DELAY:
current_shield += (max_shield / REGEN_TIME) * delta
if regen_timer >= regen_delay:
current_shield += (max_shield / regen_time) * delta
if current_shield >= max_shield:
current_shield = max_shield
EventBus.shield_regenerated.emit(get_parent())
@@ -25,7 +31,6 @@ func absorb(amount: float) -> float:
regen_timer = 0.0
var absorbed: float = min(amount, current_shield)
current_shield -= absorbed
print("%s Schild: %s/%s (-%s)" % [get_parent().name, current_shield, max_shield, absorbed])
if current_shield <= 0:
EventBus.shield_broken.emit(get_parent())
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)

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@@ -0,0 +1,44 @@
extends Node
@export var spawn_scene: PackedScene
@export var spawn_count := 3
@export var thresholds: Array[float] = [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
var triggered: Array[bool] = []
@onready var parent: Node3D = get_parent()
@onready var health: Node = get_parent().get_node("Health")
func _ready() -> void:
triggered.resize(thresholds.size())
triggered.fill(false)
func _process(_delta: float) -> void:
if not spawn_scene or health.current_health <= 0:
return
var ratio: float = health.current_health / health.max_health
for i in range(thresholds.size()):
if not triggered[i] and ratio <= thresholds[i]:
triggered[i] = true
_spawn()
func _spawn() -> void:
var spawned: Array = []
for j in range(spawn_count):
var entity: Node = spawn_scene.instantiate()
var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
parent.get_parent().add_child(entity)
entity.global_position = parent.global_position + offset
if "spawn_position" in entity:
entity.spawn_position = parent.global_position
if "portal" in entity:
entity.portal = parent
spawned.append(entity)
var player: Node = get_tree().get_first_node_in_group("player")
if player:
var dist: float = parent.global_position.distance_to(player.global_position)
if dist <= 10.0:
for entity in spawned:
if entity.has_method("_engage"):
entity._engage(player)
EventBus.portal_spawn.emit(parent, spawned)

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@@ -0,0 +1 @@
uid://cm2s3xkmuesey

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@@ -13,7 +13,6 @@ var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready() -> void:
spawn_position = global_position
add_to_group("enemies")
add_to_group("targetable")
EventBus.entity_died.connect(_on_entity_died)
func _on_entity_died(entity: Node) -> void:

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@@ -27,6 +27,11 @@ func _process(delta: float) -> void:
var bonus_decay: float = aggro_table[player] * 0.01 * pow(2, seconds_outside) * delta
decay += bonus_decay
aggro_table[player] -= decay
# Im Portal-Radius: Aggro bleibt bei mindestens 1
if not outside_portal 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 aggro_table[player] < 1.0:
aggro_table[player] = 1.0
if aggro_table[player] <= 0:
aggro_table.erase(player)
@@ -43,8 +48,8 @@ func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
if target != enemy:
return
var multiplier := 1.0
var player_class: Node = attacker.get_node_or_null("PlayerClass")
if player_class and player_class.current_class == 0:
var role: Node = attacker.get_node_or_null("Role")
if role and role.current_role == 0:
multiplier = 2.0
add_aggro(attacker, amount * multiplier)

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@@ -7,7 +7,7 @@ signal shield_broken(entity)
signal shield_regenerated(entity)
signal target_changed(player, target)
signal player_respawned(player)
signal class_changed(player, class_type)
signal role_changed(player, role_type)
signal damage_requested(attacker, target, amount)
signal health_changed(entity, current, max_val)
signal shield_changed(entity, current, max_val)

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@@ -1,19 +1,23 @@
extends Node
const GCD_TIME := 0.5
const AA_DAMAGE := 10.0
const AA_COOLDOWN := 1.0
const AA_RANGE := 20.0
@onready var player: CharacterBody3D = get_parent()
@onready var targeting: Node = get_parent().get_node("Targeting")
@onready var player_class: Node = get_parent().get_node("PlayerClass")
@onready var role: Node = get_parent().get_node("Role")
var abilities: Array = []
var cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
var max_cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
var gcd_timer := 0.0
var aa_timer := 0.0
func _ready() -> void:
_load_abilities()
EventBus.class_changed.connect(_on_class_changed)
EventBus.role_changed.connect(_on_role_changed)
func _process(delta: float) -> void:
if gcd_timer > 0:
@@ -22,9 +26,26 @@ func _process(delta: float) -> void:
if cooldowns[i] > 0:
cooldowns[i] -= delta
EventBus.cooldown_tick.emit(cooldowns, max_cooldowns, gcd_timer)
_auto_attack(delta)
func _auto_attack(delta: float) -> void:
aa_timer -= delta
if aa_timer > 0:
return
if not targeting.in_combat or not targeting.current_target:
return
if not is_instance_valid(targeting.current_target):
return
var dist := player.global_position.distance_to(targeting.current_target.global_position)
if dist > AA_RANGE:
return
var dmg := apply_passive(AA_DAMAGE)
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
print("AA: %s Schaden an %s" % [dmg, targeting.current_target.name])
aa_timer = AA_COOLDOWN
func _load_abilities() -> void:
var ability_set: AbilitySet = player_class.get_ability_set()
var ability_set: AbilitySet = role.get_ability_set()
if ability_set:
abilities = ability_set.abilities
else:
@@ -59,5 +80,5 @@ func apply_passive(base_damage: float) -> float:
return base_damage * (1.0 + ability.damage / 100.0)
return base_damage
func _on_class_changed(_player: Node, _class_type: int) -> void:
func _on_role_changed(_player: Node, _role_type: int) -> void:
_load_abilities()

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@@ -22,7 +22,7 @@ func _ready() -> void:
EventBus.shield_changed.connect(_on_shield_changed)
EventBus.entity_died.connect(_on_entity_died)
EventBus.player_respawned.connect(_on_player_respawned)
EventBus.class_changed.connect(_on_class_changed)
EventBus.role_changed.connect(_on_role_changed)
EventBus.respawn_tick.connect(_on_respawn_tick)
EventBus.cooldown_tick.connect(_on_cooldown_tick)
@@ -46,8 +46,8 @@ func _on_player_respawned(_player: Node) -> void:
func _on_respawn_tick(timer: float) -> void:
respawn_label.text = str(ceil(timer))
func _on_class_changed(_player: Node, class_type: int) -> void:
match class_type:
func _on_role_changed(_player: Node, role_type: int) -> void:
match role_type:
0: class_icon.text = "T"
1: class_icon.text = "D"
2: class_icon.text = "H"

View File

@@ -1,37 +0,0 @@
extends Node
enum PlayerClass { TANK, DAMAGE, HEALER }
var current_class: int = PlayerClass.DAMAGE
@export var tank_set: AbilitySet
@export var damage_set: AbilitySet
@export var healer_set: AbilitySet
@onready var player: CharacterBody3D = get_parent()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("class_tank"):
set_class(PlayerClass.TANK)
elif event.is_action_pressed("class_damage"):
set_class(PlayerClass.DAMAGE)
elif event.is_action_pressed("class_healer"):
set_class(PlayerClass.HEALER)
func set_class(new_class: int) -> void:
current_class = new_class
EventBus.class_changed.emit(player, current_class)
func get_class_icon() -> String:
match current_class:
PlayerClass.TANK: return "T"
PlayerClass.DAMAGE: return "D"
PlayerClass.HEALER: return "H"
return ""
func get_ability_set() -> AbilitySet:
match current_class:
PlayerClass.TANK: return tank_set
PlayerClass.DAMAGE: return damage_set
PlayerClass.HEALER: return healer_set
return damage_set

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@@ -1 +0,0 @@
uid://rus4umqvvqq4

37
scripts/player/role.gd Normal file
View File

@@ -0,0 +1,37 @@
extends Node
enum Role { TANK, DAMAGE, HEALER }
var current_role: int = Role.DAMAGE
@export var tank_set: AbilitySet
@export var damage_set: AbilitySet
@export var healer_set: AbilitySet
@onready var player: CharacterBody3D = get_parent()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("class_tank"):
set_role(Role.TANK)
elif event.is_action_pressed("class_damage"):
set_role(Role.DAMAGE)
elif event.is_action_pressed("class_healer"):
set_role(Role.HEALER)
func set_role(new_role: int) -> void:
current_role = new_role
EventBus.role_changed.emit(player, current_role)
func get_role_icon() -> String:
match current_role:
Role.TANK: return "T"
Role.DAMAGE: return "D"
Role.HEALER: return "H"
return ""
func get_ability_set() -> AbilitySet:
match current_role:
Role.TANK: return tank_set
Role.DAMAGE: return damage_set
Role.HEALER: return healer_set
return damage_set

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@@ -0,0 +1 @@
uid://dhomrampxola4

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@@ -49,7 +49,7 @@ func _try_target_under_mouse(mouse_pos: Vector2) -> void:
set_target(null)
func _cycle_target() -> void:
var targets := get_tree().get_nodes_in_group("targetable")
var targets := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("portals")
if targets.is_empty():
set_target(null)
return
@@ -70,23 +70,26 @@ func _on_enemy_engaged(_enemy: Node, target: Node) -> void:
if not in_combat:
in_combat = true
if current_target == null:
_target_nearest()
_auto_target()
func _on_damage_dealt(_attacker: Node, target: Node, _amount: float) -> void:
func _on_damage_dealt(attacker: Node, target: Node, _amount: float) -> void:
if target == player:
combat_timer = COMBAT_TIMEOUT
if not in_combat:
in_combat = true
if current_target == null:
_target_nearest()
_auto_target()
elif attacker == player and in_combat:
combat_timer = COMBAT_TIMEOUT
func _on_entity_died(entity: Node) -> void:
if entity == current_target:
set_target(null)
if in_combat:
_target_nearest_except(entity)
_auto_target(entity)
func _target_nearest_except(exclude: Node = null) -> void:
func _auto_target(exclude: Node = null) -> void:
# Priorität 1: Nächster Gegner
var enemies := get_tree().get_nodes_in_group("enemies")
var nearest: Node3D = null
var nearest_dist: float = INF
@@ -98,16 +101,14 @@ func _target_nearest_except(exclude: Node = null) -> void:
nearest = enemy
if nearest:
set_target(nearest)
func _target_nearest() -> void:
var enemies := get_tree().get_nodes_in_group("enemies")
var nearest: Node3D = null
var nearest_dist: float = INF
for enemy in enemies:
if is_instance_valid(enemy):
var dist: float = player.global_position.distance_to(enemy.global_position)
return
# Priorität 2: Nächstes Portal
var portals := get_tree().get_nodes_in_group("portals")
for p in portals:
if is_instance_valid(p) and p != exclude:
var dist: float = player.global_position.distance_to(p.global_position)
if dist < nearest_dist:
nearest_dist = dist
nearest = enemy
nearest = p
if nearest:
set_target(nearest)

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@@ -1,4 +1,13 @@
extends StaticBody3D
func _ready() -> void:
add_to_group("targetable")
add_to_group("portals")
EventBus.entity_died.connect(_on_entity_died)
func _on_entity_died(entity: Node) -> void:
if entity == self:
queue_free()
func _on_detection_area_body_entered(body: Node3D) -> void:
if body is CharacterBody3D and body.name == "Player":
EventBus.enemy_engaged.emit(self, body)

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@@ -1,30 +0,0 @@
extends Node
const SPAWN_COUNT := 3
var thresholds := [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
var triggered: Array[bool] = [false, false, false, false, false, false]
var enemy_scene: PackedScene = preload("res://scenes/enemy/enemy.tscn")
@onready var portal: StaticBody3D = get_parent()
@onready var health: Node = get_parent().get_node("Health")
func _process(_delta: float) -> void:
if health.current_health <= 0:
return
var ratio: float = health.current_health / health.max_health
for i in range(thresholds.size()):
if not triggered[i] and ratio <= thresholds[i]:
triggered[i] = true
_spawn_enemies()
func _spawn_enemies() -> void:
var spawned: Array = []
for j in range(SPAWN_COUNT):
var enemy: CharacterBody3D = enemy_scene.instantiate()
var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
portal.get_parent().add_child(enemy)
enemy.global_position = portal.global_position + offset
enemy.spawn_position = portal.global_position
enemy.portal = portal
spawned.append(enemy)
EventBus.portal_spawn.emit(portal, spawned)

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@@ -1 +0,0 @@
uid://begrg74oh76pu

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@@ -0,0 +1,8 @@
extends Resource
class_name EntityStats
@export var max_health := 100.0
@export var health_regen := 0.0
@export var max_shield := 0.0
@export var shield_regen_delay := 3.0
@export var shield_regen_time := 5.0

View File

@@ -0,0 +1 @@
uid://ij663bdj2cgu