update
This commit is contained in:
11
plan.md
11
plan.md
@@ -54,6 +54,7 @@
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- NavigationAgent3D (Wegfindung)
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- EnemyMovement (Node, enemy_movement.gd)
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- EnemyCombat (Node, enemy_combat.gd)
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- EnemyAggro (Node, enemy_aggro.gd)
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- Healthbar (Sprite3D + SubViewport, über dem Gegner, enemy_healthbar.gd)
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- SubViewport
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- Border (ColorRect, gelb, sichtbar bei Anvisierung)
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@@ -72,15 +73,21 @@
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- 5 Passive: 50% mehr Schaden (permanent aktiv, kein CD)
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- targeting.gd — Klick/TAB anvisieren, Kampfmodus bei Gegner-Angriff, Auto-Targeting auf nächsten Gegner
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- event_bus.gd — Autoload-Singleton, globale Signals
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- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), Aggro bei Schaden, alarmiert Gegner in 3m
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- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), alarmiert Gegner in 3m
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- enemy_movement.gd — Navigation zum Ziel/Spawnpunkt
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- enemy_combat.gd — Angriff über Event (damage_requested)
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- enemy_aggro.gd — Aggro-Tabelle (Spieler → Wert), wählt Ziel mit höchstem Aggro
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- Schaden = Aggro (1:1)
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- Heilung = Aggro (0.5x)
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- Tank = Aggro-Multiplikator (2x)
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- Aggro verfällt -1/s
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- Bei Spieler-Tod → Aggro auf 0
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- health.gd — Leben, 1/s Regeneration, Tod bei 0 (wiederverwendbar)
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- shield.gd — Schild, regeneriert nach 3s ohne Schaden, in 5s voll (wiederverwendbar)
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- player_class.gd — Klassenwechsel ALT+1 bis ALT+3 (Tank/Schaden/Heiler), tauscht AbilitySet
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- respawn.gd — Bei Tod: Spieler deaktivieren, 3s Timer, Respawn am Startpunkt, Leben/Schild voll
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- hud.gd — Reagiert auf Events, aktualisiert HealthBar/ShieldBar/AbilityBar/RespawnTimer
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- enemy_healthbar.gd — Liest Health/Shield vom Gegner, aktualisiert Balken über dem Gegner, gelber Rand bei Anvisierung
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- enemy_healthbar.gd — Liest Health/Shield vom Gegner, aktualisiert Balken über dem Gegner, gelber Rand bei Anvisierung, blauer Lebensbalken wenn Spieler Ziel ist
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## Abilities (Resources)
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- ability.gd (Resource) — name, type, damage, range, cooldown, uses_gcd, execute()
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@@ -6,6 +6,7 @@
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[ext_resource type="Script" path="res://scripts/enemy/enemy_healthbar.gd" id="4"]
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[ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"]
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[ext_resource type="Script" path="res://scripts/enemy/enemy_combat.gd" id="6"]
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[ext_resource type="Script" path="res://scripts/enemy/enemy_aggro.gd" id="7"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
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radius = 0.4
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@@ -21,6 +22,9 @@ bg_color = Color(0.3, 0.1, 0.1, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"]
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bg_color = Color(0.2, 0.8, 0.2, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill_aggro"]
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bg_color = Color(0.2, 0.4, 0.9, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_bg"]
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bg_color = Color(0.1, 0.1, 0.3, 1)
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@@ -68,6 +72,9 @@ script = ExtResource("5")
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[node name="EnemyCombat" type="Node" parent="."]
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script = ExtResource("6")
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[node name="EnemyAggro" type="Node" parent="."]
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script = ExtResource("7")
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[node name="DetectionArea" type="Area3D" parent="."]
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collision_layer = 0
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collision_mask = 1
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@@ -13,7 +13,6 @@ func _ready() -> void:
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spawn_position = global_position
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add_to_group("enemies")
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.damage_dealt.connect(_on_damage_dealt)
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func _on_entity_died(entity: Node) -> void:
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if entity == self:
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@@ -27,15 +26,14 @@ func _physics_process(delta: float) -> void:
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velocity.y -= gravity * delta
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move_and_slide()
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func _on_damage_dealt(attacker: Node, damage_target: Node, _amount: float) -> void:
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if damage_target == self and attacker.name == "Player":
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_engage(attacker)
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func _engage(new_target: Node3D) -> void:
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if state == State.CHASE or state == State.ATTACK:
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return
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target = new_target
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state = State.CHASE
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var aggro: Node = get_node_or_null("EnemyAggro")
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if aggro:
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aggro.add_aggro(new_target, 1.0)
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_alert_nearby()
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func _alert_nearby() -> void:
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51
scripts/enemy/enemy_aggro.gd
Normal file
51
scripts/enemy/enemy_aggro.gd
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@@ -0,0 +1,51 @@
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extends Node
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const AGGRO_DECAY := 1.0
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var aggro_table: Dictionary = {}
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@onready var enemy: CharacterBody3D = get_parent()
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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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func _process(delta: float) -> void:
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for player in aggro_table.keys():
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aggro_table[player] -= AGGRO_DECAY * delta
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if aggro_table[player] <= 0:
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aggro_table.erase(player)
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var top_target: Node = _get_top_target()
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if top_target and top_target != enemy.target:
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enemy.target = top_target
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if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
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enemy.state = enemy.State.CHASE
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func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
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if target != enemy:
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return
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var multiplier := 1.0
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var player_class: Node = attacker.get_node_or_null("PlayerClass")
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if player_class and player_class.current_class == 0:
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multiplier = 2.0
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add_aggro(attacker, amount * multiplier)
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func _on_entity_died(entity: Node) -> void:
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aggro_table.erase(entity)
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func add_aggro(player: Node, amount: float) -> void:
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if player in aggro_table:
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aggro_table[player] += amount
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else:
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aggro_table[player] = amount
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func _get_top_target() -> Node:
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var top: Node = null
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var top_val := 0.0
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for player in aggro_table:
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if is_instance_valid(player) and aggro_table[player] > top_val:
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top_val = aggro_table[player]
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top = player
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return top
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func has_aggro_on(player: Node) -> bool:
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return _get_top_target() == player
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1
scripts/enemy/enemy_aggro.gd.uid
Normal file
1
scripts/enemy/enemy_aggro.gd.uid
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@@ -0,0 +1 @@
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uid://bojdohjxr6uef
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@@ -6,17 +6,29 @@ extends Sprite3D
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@onready var border: ColorRect = $SubViewport/Border
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@onready var health: Node = get_parent().get_node("Health")
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@onready var shield: Node = get_parent().get_node("Shield")
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@onready var enemy: CharacterBody3D = get_parent()
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var style_normal: StyleBoxFlat
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var style_aggro: StyleBoxFlat
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func _ready() -> void:
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texture = viewport.get_texture()
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health_bar.max_value = health.max_health
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shield_bar.max_value = shield.max_shield
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border.visible = false
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style_normal = health_bar.get_theme_stylebox("fill").duplicate()
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style_aggro = style_normal.duplicate()
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style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
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EventBus.target_changed.connect(_on_target_changed)
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func _process(_delta: float) -> void:
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health_bar.value = health.current_health
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shield_bar.value = shield.current_shield
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var player: Node = get_tree().get_first_node_in_group("player")
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if player and enemy.target == player:
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health_bar.add_theme_stylebox_override("fill", style_aggro)
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else:
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health_bar.add_theme_stylebox_override("fill", style_normal)
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func _on_target_changed(_player: Node, target: Node) -> void:
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border.visible = (target == get_parent())
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@@ -1 +1,4 @@
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extends CharacterBody3D
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func _ready() -> void:
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add_to_group("player")
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