This commit is contained in:
Marek Lenczewski
2026-04-02 18:33:53 +02:00
parent 47f4fe3d90
commit c7e6f8f4b5
25 changed files with 301 additions and 157 deletions

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extends Node
var tracker: Node
var config: AggroConfig
var last_damage_time: Dictionary = {}
func process(delta: float) -> void:
_update_combat_timers(delta)
for enemy in tracker.aggro_tables.keys():
if not is_instance_valid(enemy):
tracker.aggro_tables.erase(enemy)
tracker.players_in_range.erase(enemy)
continue
_decay_aggro(enemy, delta)
tracker.update_target(enemy)
func _update_combat_timers(delta: float) -> void:
for player in last_damage_time.keys():
if not is_instance_valid(player):
last_damage_time.erase(player)
else:
last_damage_time[player] += delta
func _decay_aggro(enemy: Node, delta: float) -> void:
var table: Dictionary = tracker.aggro_tables[enemy]
var base: BaseStats = Stats.get_base(enemy)
var aggro_decay: float = base.aggro_decay if base is EnemyStats else 1.0
for player in table.keys():
if is_in_combat(player):
continue
var time_since_combat: float = last_damage_time.get(player, config.combat_timeout) - config.combat_timeout
var decay: float = aggro_decay * delta
decay += _exponential_decay(table[player], time_since_combat, delta)
table[player] -= decay
if table[player] <= 0:
table.erase(player)
func reset_combat_timer(player: Node) -> void:
last_damage_time[player] = 0.0
func is_in_combat(player: Node) -> bool:
if tracker.is_player_in_any_range(player):
return true
return last_damage_time.get(player, config.combat_timeout + 1.0) < config.combat_timeout
func _exponential_decay(aggro: float, time_outside: float, delta: float) -> float:
if time_outside <= 0:
return 0.0
return aggro * config.exponential_decay_factor * pow(2, time_outside) * delta
func spread_aggro(source: Node, attacker: Node, amount: float) -> void:
if not is_instance_valid(source):
return
var radius: float = tracker.get_alert_radius(source)
for enemy in tracker.get_enemies_in_radius(source, radius):
tracker.add_aggro(enemy, attacker, amount)
func alert_nearby(enemy: Node, target: Node) -> void:
var radius: float = tracker.get_alert_radius(enemy)
for other in tracker.get_enemies_in_radius(enemy, radius):
if "state" in other and other.state == other.State.IDLE:
tracker.add_aggro(other, target, 1.0)
other.target = target
other.state = other.State.CHASE
EventBus.enemy_engaged.emit(other, target)
func erase_entity(entity: Node) -> void:
last_damage_time.erase(entity)

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extends Node
var tracker: Node
var decay: Node
var config: AggroConfig
func _ready() -> void:
EventBus.damage_dealt.connect(_on_damage_dealt)
EventBus.heal_requested.connect(_on_heal_requested)
EventBus.entity_died.connect(_on_entity_died)
EventBus.enemy_detected.connect(_on_enemy_detected)
EventBus.enemy_lost.connect(_on_enemy_lost)
func _on_enemy_detected(enemy: Node, player: Node) -> void:
if not enemy.is_in_group("enemies"):
return
if "state" in enemy:
if enemy.state == enemy.State.CHASE or enemy.state == enemy.State.ATTACK:
return
tracker.add_player_in_range(enemy, player)
tracker.add_aggro(enemy, player, 1.0)
if "state" in enemy:
enemy.target = player
enemy.state = enemy.State.CHASE
EventBus.enemy_engaged.emit(enemy, player)
decay.alert_nearby(enemy, player)
func _on_enemy_lost(enemy: Node, player: Node) -> void:
tracker.remove_player_in_range(enemy, player)
func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
if not target.is_in_group("enemies") and not target.is_in_group("portals"):
return
decay.reset_combat_timer(attacker)
var multiplier := 1.0
var role: Node = attacker.get_node_or_null("Role")
if role and role.current_role == 0:
multiplier = config.tank_multiplier
var aggro: float = amount * multiplier
tracker.add_aggro(target, attacker, aggro)
decay.spread_aggro(target, attacker, aggro * config.spread_multiplier)
func _on_heal_requested(healer: Node, _target: Node, amount: float) -> void:
if not healer.is_in_group("player"):
return
for enemy in tracker.aggro_tables:
if is_instance_valid(enemy) and healer in tracker.aggro_tables[enemy]:
tracker.add_aggro(enemy, healer, amount * config.heal_multiplier)
func _on_entity_died(entity: Node) -> void:
tracker.erase_entity(entity)
decay.erase_entity(entity)

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extends Node
@export var config: AggroConfig = preload("res://resources/stats/aggro_config.tres")
@onready var tracker: Node = $AggroTracker
@onready var decay: Node = $AggroDecay
@onready var events: Node = $AggroEvents
func _ready() -> void:
decay.tracker = tracker
decay.config = config
events.tracker = tracker
events.decay = decay
events.config = config
func _process(delta: float) -> void:
decay.process(delta)

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extends Node
var aggro_tables: Dictionary = {}
var players_in_range: Dictionary = {}
func add_aggro(enemy: Node, player: Node, amount: float) -> void:
if enemy not in aggro_tables:
aggro_tables[enemy] = {}
if player in aggro_tables[enemy]:
aggro_tables[enemy][player] += amount
else:
aggro_tables[enemy][player] = amount
func remove_aggro(enemy: Node, player: Node, amount: float) -> void:
if enemy in aggro_tables and player in aggro_tables[enemy]:
aggro_tables[enemy][player] -= amount
if aggro_tables[enemy][player] <= 0:
aggro_tables[enemy].erase(player)
func add_player_in_range(enemy: Node, player: Node) -> void:
if enemy not in players_in_range:
players_in_range[enemy] = []
if player not in players_in_range[enemy]:
players_in_range[enemy].append(player)
func remove_player_in_range(enemy: Node, player: Node) -> void:
if enemy in players_in_range:
players_in_range[enemy].erase(player)
func is_player_in_any_range(player: Node) -> bool:
for enemy in players_in_range:
if is_instance_valid(enemy) and player in players_in_range[enemy]:
return true
return false
func get_top_target(table: Dictionary) -> Node:
var top: Node = null
var top_val := 0.0
for player in table:
if is_instance_valid(player) and table[player] > top_val:
top_val = table[player]
top = player
return top
func update_target(enemy: Node) -> void:
if not "state" in enemy:
return
var table: Dictionary = aggro_tables[enemy]
var top: Node = get_top_target(table)
if top and top != enemy.target:
enemy.target = top
if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
enemy.state = enemy.State.CHASE
elif not top and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN:
enemy.target = null
enemy.state = enemy.State.RETURN
func get_enemies_in_radius(source: Node, radius: float) -> Array:
var result: Array = []
for enemy in get_tree().get_nodes_in_group("enemies"):
if enemy != source and is_instance_valid(enemy):
var dist: float = source.global_position.distance_to(enemy.global_position)
if dist <= radius:
result.append(enemy)
return result
func get_alert_radius(entity: Node) -> float:
var base: BaseStats = Stats.get_base(entity)
return base.alert_radius if base is EnemyStats else 10.0
func erase_entity(entity: Node) -> void:
aggro_tables.erase(entity)
players_in_range.erase(entity)
for enemy in aggro_tables:
if is_instance_valid(enemy):
aggro_tables[enemy].erase(entity)
if "target" in enemy and entity == enemy.target:
enemy.target = null
enemy.state = enemy.State.RETURN
for enemy in players_in_range:
if is_instance_valid(enemy):
players_in_range[enemy].erase(entity)

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