update
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51
scripts/enemy/enemy_aggro.gd
Normal file
51
scripts/enemy/enemy_aggro.gd
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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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