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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
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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
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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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