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

View File

@@ -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"

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@@ -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
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@@ -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

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