update
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114
scenes/player/targeting.gd
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114
scenes/player/targeting.gd
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extends Node
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const TARGET_RANGE := 20.0
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const COMBAT_TIMEOUT := 3.0
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var current_target: Node3D = null
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var mouse_press_pos: Vector2 = Vector2.ZERO
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var in_combat := false
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var combat_timer := 0.0
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@onready var player: CharacterBody3D = get_parent()
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@onready var camera: Camera3D = get_parent().get_node("CameraPivot/Camera3D")
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func _ready() -> void:
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EventBus.damage_dealt.connect(_on_damage_dealt)
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.enemy_engaged.connect(_on_enemy_engaged)
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func _process(delta: float) -> void:
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if in_combat:
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combat_timer -= delta
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if combat_timer <= 0:
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in_combat = false
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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mouse_press_pos = event.position
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else:
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var drag: float = event.position.distance_to(mouse_press_pos)
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if drag < 5.0:
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_try_target_under_mouse(event.position)
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if event.is_action_pressed("target_next"):
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_cycle_target()
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func _try_target_under_mouse(mouse_pos: Vector2) -> void:
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var from := camera.project_ray_origin(mouse_pos)
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var to := from + camera.project_ray_normal(mouse_pos) * TARGET_RANGE
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var space := player.get_world_3d().direct_space_state
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var query := PhysicsRayQueryParameters3D.create(from, to)
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query.collision_mask = 4
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query.collide_with_areas = true
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query.collide_with_bodies = false
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var result := space.intersect_ray(query)
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if result:
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var hit_target := result.collider.get_parent() as Node3D
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set_target(hit_target)
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else:
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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("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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if current_target == null or current_target not in targets:
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set_target(targets[0])
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return
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var idx := targets.find(current_target)
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var next_idx := (idx + 1) % targets.size()
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set_target(targets[next_idx])
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func set_target(target: Node3D) -> void:
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current_target = target
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EventBus.target_changed.emit(player, target)
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func _on_enemy_engaged(_enemy: Node, target: Node) -> 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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_auto_target()
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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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_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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_auto_target(entity)
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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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for enemy in enemies:
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if is_instance_valid(enemy) and enemy != exclude:
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var dist: float = player.global_position.distance_to(enemy.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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if nearest:
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set_target(nearest)
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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 = p
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if nearest:
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set_target(nearest)
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