update
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68
systems/aggro/aggro_decay.gd
Normal file
68
systems/aggro/aggro_decay.gd
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extends Node
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var tracker: Node
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var config: AggroConfig
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var last_damage_time: Dictionary = {}
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func process(delta: float) -> void:
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_update_combat_timers(delta)
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for enemy in tracker.aggro_tables.keys():
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if not is_instance_valid(enemy):
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tracker.aggro_tables.erase(enemy)
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tracker.players_in_range.erase(enemy)
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continue
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_decay_aggro(enemy, delta)
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tracker.update_target(enemy)
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func _update_combat_timers(delta: float) -> void:
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for player in last_damage_time.keys():
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if not is_instance_valid(player):
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last_damage_time.erase(player)
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else:
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last_damage_time[player] += delta
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func _decay_aggro(enemy: Node, delta: float) -> void:
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var table: Dictionary = tracker.aggro_tables[enemy]
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var base: BaseStats = Stats.get_base(enemy)
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var aggro_decay: float = base.aggro_decay if base is EnemyStats else 1.0
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for player in table.keys():
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if is_in_combat(player):
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continue
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var time_since_combat: float = last_damage_time.get(player, config.combat_timeout) - config.combat_timeout
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var decay: float = aggro_decay * delta
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decay += _exponential_decay(table[player], time_since_combat, delta)
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table[player] -= decay
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if table[player] <= 0:
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table.erase(player)
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func reset_combat_timer(player: Node) -> void:
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last_damage_time[player] = 0.0
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func is_in_combat(player: Node) -> bool:
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if tracker.is_player_in_any_range(player):
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return true
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return last_damage_time.get(player, config.combat_timeout + 1.0) < config.combat_timeout
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func _exponential_decay(aggro: float, time_outside: float, delta: float) -> float:
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if time_outside <= 0:
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return 0.0
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return aggro * config.exponential_decay_factor * pow(2, time_outside) * delta
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func spread_aggro(source: Node, attacker: Node, amount: float) -> void:
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if not is_instance_valid(source):
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return
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var radius: float = tracker.get_alert_radius(source)
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for enemy in tracker.get_enemies_in_radius(source, radius):
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tracker.add_aggro(enemy, attacker, amount)
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func alert_nearby(enemy: Node, target: Node) -> void:
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var radius: float = tracker.get_alert_radius(enemy)
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for other in tracker.get_enemies_in_radius(enemy, radius):
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if "state" in other and other.state == other.State.IDLE:
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tracker.add_aggro(other, target, 1.0)
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other.target = target
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other.state = other.State.CHASE
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EventBus.enemy_engaged.emit(other, target)
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func erase_entity(entity: Node) -> void:
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last_damage_time.erase(entity)
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