update
This commit is contained in:
@@ -1,19 +1,23 @@
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extends Node
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const GCD_TIME := 0.5
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const AA_DAMAGE := 10.0
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const AA_COOLDOWN := 1.0
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const AA_RANGE := 20.0
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@onready var player: CharacterBody3D = get_parent()
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@onready var targeting: Node = get_parent().get_node("Targeting")
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@onready var player_class: Node = get_parent().get_node("PlayerClass")
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@onready var role: Node = get_parent().get_node("Role")
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var abilities: Array = []
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var cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
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var max_cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
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var gcd_timer := 0.0
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var aa_timer := 0.0
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func _ready() -> void:
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_load_abilities()
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EventBus.class_changed.connect(_on_class_changed)
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EventBus.role_changed.connect(_on_role_changed)
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func _process(delta: float) -> void:
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if gcd_timer > 0:
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@@ -22,9 +26,26 @@ func _process(delta: float) -> void:
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if cooldowns[i] > 0:
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cooldowns[i] -= delta
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EventBus.cooldown_tick.emit(cooldowns, max_cooldowns, gcd_timer)
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_auto_attack(delta)
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func _auto_attack(delta: float) -> void:
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aa_timer -= delta
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if aa_timer > 0:
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return
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if not targeting.in_combat or not targeting.current_target:
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return
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if not is_instance_valid(targeting.current_target):
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return
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var dist := player.global_position.distance_to(targeting.current_target.global_position)
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if dist > AA_RANGE:
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return
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var dmg := apply_passive(AA_DAMAGE)
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EventBus.damage_requested.emit(player, targeting.current_target, dmg)
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print("AA: %s Schaden an %s" % [dmg, targeting.current_target.name])
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aa_timer = AA_COOLDOWN
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func _load_abilities() -> void:
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var ability_set: AbilitySet = player_class.get_ability_set()
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var ability_set: AbilitySet = role.get_ability_set()
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if ability_set:
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abilities = ability_set.abilities
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else:
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@@ -59,5 +80,5 @@ func apply_passive(base_damage: float) -> float:
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return base_damage * (1.0 + ability.damage / 100.0)
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return base_damage
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func _on_class_changed(_player: Node, _class_type: int) -> void:
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func _on_role_changed(_player: Node, _role_type: int) -> void:
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_load_abilities()
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@@ -22,7 +22,7 @@ func _ready() -> void:
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EventBus.shield_changed.connect(_on_shield_changed)
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.player_respawned.connect(_on_player_respawned)
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EventBus.class_changed.connect(_on_class_changed)
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EventBus.role_changed.connect(_on_role_changed)
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EventBus.respawn_tick.connect(_on_respawn_tick)
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EventBus.cooldown_tick.connect(_on_cooldown_tick)
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@@ -46,8 +46,8 @@ func _on_player_respawned(_player: Node) -> void:
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func _on_respawn_tick(timer: float) -> void:
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respawn_label.text = str(ceil(timer))
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func _on_class_changed(_player: Node, class_type: int) -> void:
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match class_type:
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func _on_role_changed(_player: Node, role_type: int) -> void:
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match role_type:
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0: class_icon.text = "T"
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1: class_icon.text = "D"
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2: class_icon.text = "H"
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@@ -1,37 +0,0 @@
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extends Node
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enum PlayerClass { TANK, DAMAGE, HEALER }
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var current_class: int = PlayerClass.DAMAGE
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@export var tank_set: AbilitySet
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@export var damage_set: AbilitySet
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@export var healer_set: AbilitySet
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@onready var player: CharacterBody3D = get_parent()
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("class_tank"):
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set_class(PlayerClass.TANK)
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elif event.is_action_pressed("class_damage"):
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set_class(PlayerClass.DAMAGE)
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elif event.is_action_pressed("class_healer"):
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set_class(PlayerClass.HEALER)
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func set_class(new_class: int) -> void:
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current_class = new_class
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EventBus.class_changed.emit(player, current_class)
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func get_class_icon() -> String:
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match current_class:
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PlayerClass.TANK: return "T"
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PlayerClass.DAMAGE: return "D"
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PlayerClass.HEALER: return "H"
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return ""
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func get_ability_set() -> AbilitySet:
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match current_class:
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PlayerClass.TANK: return tank_set
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PlayerClass.DAMAGE: return damage_set
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PlayerClass.HEALER: return healer_set
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return damage_set
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@@ -1 +0,0 @@
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uid://rus4umqvvqq4
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37
scripts/player/role.gd
Normal file
37
scripts/player/role.gd
Normal file
@@ -0,0 +1,37 @@
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extends Node
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enum Role { TANK, DAMAGE, HEALER }
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var current_role: int = Role.DAMAGE
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@export var tank_set: AbilitySet
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@export var damage_set: AbilitySet
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@export var healer_set: AbilitySet
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@onready var player: CharacterBody3D = get_parent()
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("class_tank"):
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set_role(Role.TANK)
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elif event.is_action_pressed("class_damage"):
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set_role(Role.DAMAGE)
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elif event.is_action_pressed("class_healer"):
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set_role(Role.HEALER)
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func set_role(new_role: int) -> void:
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current_role = new_role
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EventBus.role_changed.emit(player, current_role)
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func get_role_icon() -> String:
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match current_role:
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Role.TANK: return "T"
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Role.DAMAGE: return "D"
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Role.HEALER: return "H"
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return ""
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func get_ability_set() -> AbilitySet:
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match current_role:
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Role.TANK: return tank_set
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Role.DAMAGE: return damage_set
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Role.HEALER: return healer_set
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return damage_set
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1
scripts/player/role.gd.uid
Normal file
1
scripts/player/role.gd.uid
Normal file
@@ -0,0 +1 @@
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uid://dhomrampxola4
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@@ -49,7 +49,7 @@ func _try_target_under_mouse(mouse_pos: Vector2) -> void:
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set_target(null)
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func _cycle_target() -> void:
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var targets := get_tree().get_nodes_in_group("targetable")
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var targets := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("portals")
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if targets.is_empty():
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set_target(null)
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return
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@@ -70,23 +70,26 @@ func _on_enemy_engaged(_enemy: Node, target: Node) -> void:
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if not in_combat:
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in_combat = true
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if current_target == null:
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_target_nearest()
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_auto_target()
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func _on_damage_dealt(_attacker: Node, target: Node, _amount: float) -> void:
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func _on_damage_dealt(attacker: Node, target: Node, _amount: float) -> void:
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if target == player:
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combat_timer = COMBAT_TIMEOUT
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if not in_combat:
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in_combat = true
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if current_target == null:
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_target_nearest()
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_auto_target()
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elif attacker == player and in_combat:
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combat_timer = COMBAT_TIMEOUT
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func _on_entity_died(entity: Node) -> void:
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if entity == current_target:
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set_target(null)
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if in_combat:
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_target_nearest_except(entity)
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_auto_target(entity)
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func _target_nearest_except(exclude: Node = null) -> void:
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func _auto_target(exclude: Node = null) -> void:
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# Priorität 1: Nächster Gegner
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var enemies := get_tree().get_nodes_in_group("enemies")
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var nearest: Node3D = null
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var nearest_dist: float = INF
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@@ -98,16 +101,14 @@ func _target_nearest_except(exclude: Node = null) -> void:
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nearest = enemy
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if nearest:
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set_target(nearest)
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func _target_nearest() -> void:
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var enemies := get_tree().get_nodes_in_group("enemies")
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var nearest: Node3D = null
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var nearest_dist: float = INF
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for enemy in enemies:
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if is_instance_valid(enemy):
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var dist: float = player.global_position.distance_to(enemy.global_position)
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return
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# Priorität 2: Nächstes Portal
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var portals := get_tree().get_nodes_in_group("portals")
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for p in portals:
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if is_instance_valid(p) and p != exclude:
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var dist: float = player.global_position.distance_to(p.global_position)
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if dist < nearest_dist:
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nearest_dist = dist
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nearest = enemy
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nearest = p
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if nearest:
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set_target(nearest)
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