This commit is contained in:
Marek
2026-03-29 21:12:00 +02:00
parent ea0d2b51c0
commit b9ed399d34
7 changed files with 86 additions and 7 deletions

11
plan.md
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@@ -54,6 +54,7 @@
- NavigationAgent3D (Wegfindung)
- EnemyMovement (Node, enemy_movement.gd)
- EnemyCombat (Node, enemy_combat.gd)
- EnemyAggro (Node, enemy_aggro.gd)
- Healthbar (Sprite3D + SubViewport, über dem Gegner, enemy_healthbar.gd)
- SubViewport
- Border (ColorRect, gelb, sichtbar bei Anvisierung)
@@ -72,15 +73,21 @@
- 5 Passive: 50% mehr Schaden (permanent aktiv, kein CD)
- targeting.gd — Klick/TAB anvisieren, Kampfmodus bei Gegner-Angriff, Auto-Targeting auf nächsten Gegner
- event_bus.gd — Autoload-Singleton, globale Signals
- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), Aggro bei Schaden, alarmiert Gegner in 3m
- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), alarmiert Gegner in 3m
- 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
- 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
- enemy_healthbar.gd — Liest Health/Shield vom Gegner, aktualisiert Balken über dem Gegner, gelber Rand bei Anvisierung
- enemy_healthbar.gd — Liest Health/Shield vom Gegner, aktualisiert Balken über dem Gegner, gelber Rand bei Anvisierung, blauer Lebensbalken wenn Spieler Ziel ist
## Abilities (Resources)
- ability.gd (Resource) — name, type, damage, range, cooldown, uses_gcd, execute()

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@@ -6,6 +6,7 @@
[ext_resource type="Script" path="res://scripts/enemy/enemy_healthbar.gd" id="4"]
[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"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
radius = 0.4
@@ -21,6 +22,9 @@ bg_color = Color(0.3, 0.1, 0.1, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"]
bg_color = Color(0.2, 0.8, 0.2, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill_aggro"]
bg_color = Color(0.2, 0.4, 0.9, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_bg"]
bg_color = Color(0.1, 0.1, 0.3, 1)
@@ -68,6 +72,9 @@ script = ExtResource("5")
[node name="EnemyCombat" type="Node" parent="."]
script = ExtResource("6")
[node name="EnemyAggro" type="Node" parent="."]
script = ExtResource("7")
[node name="DetectionArea" type="Area3D" parent="."]
collision_layer = 0
collision_mask = 1

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@@ -13,7 +13,6 @@ func _ready() -> void:
spawn_position = global_position
add_to_group("enemies")
EventBus.entity_died.connect(_on_entity_died)
EventBus.damage_dealt.connect(_on_damage_dealt)
func _on_entity_died(entity: Node) -> void:
if entity == self:
@@ -27,15 +26,14 @@ func _physics_process(delta: float) -> void:
velocity.y -= gravity * delta
move_and_slide()
func _on_damage_dealt(attacker: Node, damage_target: Node, _amount: float) -> void:
if damage_target == self and attacker.name == "Player":
_engage(attacker)
func _engage(new_target: Node3D) -> void:
if state == State.CHASE or state == State.ATTACK:
return
target = new_target
state = State.CHASE
var aggro: Node = get_node_or_null("EnemyAggro")
if aggro:
aggro.add_aggro(new_target, 1.0)
_alert_nearby()
func _alert_nearby() -> void:

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@@ -0,0 +1,51 @@
extends Node
const AGGRO_DECAY := 1.0
var aggro_table: Dictionary = {}
@onready var enemy: CharacterBody3D = get_parent()
func _ready() -> void:
EventBus.damage_dealt.connect(_on_damage_dealt)
EventBus.entity_died.connect(_on_entity_died)
func _process(delta: float) -> void:
for player in aggro_table.keys():
aggro_table[player] -= AGGRO_DECAY * delta
if aggro_table[player] <= 0:
aggro_table.erase(player)
var top_target: Node = _get_top_target()
if top_target and top_target != enemy.target:
enemy.target = top_target
if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
enemy.state = enemy.State.CHASE
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:
multiplier = 2.0
add_aggro(attacker, amount * multiplier)
func _on_entity_died(entity: Node) -> void:
aggro_table.erase(entity)
func add_aggro(player: Node, amount: float) -> void:
if player in aggro_table:
aggro_table[player] += amount
else:
aggro_table[player] = amount
func _get_top_target() -> Node:
var top: Node = null
var top_val := 0.0
for player in aggro_table:
if is_instance_valid(player) and aggro_table[player] > top_val:
top_val = aggro_table[player]
top = player
return top
func has_aggro_on(player: Node) -> bool:
return _get_top_target() == player

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@@ -0,0 +1 @@
uid://bojdohjxr6uef

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@@ -6,17 +6,29 @@ extends Sprite3D
@onready var border: ColorRect = $SubViewport/Border
@onready var health: Node = get_parent().get_node("Health")
@onready var shield: Node = get_parent().get_node("Shield")
@onready var enemy: CharacterBody3D = get_parent()
var style_normal: StyleBoxFlat
var style_aggro: StyleBoxFlat
func _ready() -> void:
texture = viewport.get_texture()
health_bar.max_value = health.max_health
shield_bar.max_value = shield.max_shield
border.visible = false
style_normal = health_bar.get_theme_stylebox("fill").duplicate()
style_aggro = style_normal.duplicate()
style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
EventBus.target_changed.connect(_on_target_changed)
func _process(_delta: float) -> void:
health_bar.value = health.current_health
shield_bar.value = shield.current_shield
var player: Node = get_tree().get_first_node_in_group("player")
if player and enemy.target == player:
health_bar.add_theme_stylebox_override("fill", style_aggro)
else:
health_bar.add_theme_stylebox_override("fill", style_normal)
func _on_target_changed(_player: Node, target: Node) -> void:
border.visible = (target == get_parent())

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@@ -1 +1,4 @@
extends CharacterBody3D
func _ready() -> void:
add_to_group("player")