update
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52
systems/aggro/aggro_events.gd
Normal file
52
systems/aggro/aggro_events.gd
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extends Node
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var tracker: Node
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var decay: Node
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var config: AggroConfig
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func _ready() -> void:
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EventBus.damage_dealt.connect(_on_damage_dealt)
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EventBus.heal_requested.connect(_on_heal_requested)
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.enemy_detected.connect(_on_enemy_detected)
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EventBus.enemy_lost.connect(_on_enemy_lost)
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func _on_enemy_detected(enemy: Node, player: Node) -> void:
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if not enemy.is_in_group("enemies"):
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return
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if "state" in enemy:
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if enemy.state == enemy.State.CHASE or enemy.state == enemy.State.ATTACK:
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return
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tracker.add_player_in_range(enemy, player)
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tracker.add_aggro(enemy, player, 1.0)
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if "state" in enemy:
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enemy.target = player
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enemy.state = enemy.State.CHASE
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EventBus.enemy_engaged.emit(enemy, player)
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decay.alert_nearby(enemy, player)
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func _on_enemy_lost(enemy: Node, player: Node) -> void:
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tracker.remove_player_in_range(enemy, player)
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func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
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if not target.is_in_group("enemies") and not target.is_in_group("portals"):
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return
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decay.reset_combat_timer(attacker)
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var multiplier := 1.0
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var role: Node = attacker.get_node_or_null("Role")
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if role and role.current_role == 0:
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multiplier = config.tank_multiplier
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var aggro: float = amount * multiplier
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tracker.add_aggro(target, attacker, aggro)
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decay.spread_aggro(target, attacker, aggro * config.spread_multiplier)
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func _on_heal_requested(healer: Node, _target: Node, amount: float) -> void:
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if not healer.is_in_group("player"):
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return
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for enemy in tracker.aggro_tables:
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if is_instance_valid(enemy) and healer in tracker.aggro_tables[enemy]:
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tracker.add_aggro(enemy, healer, amount * config.heal_multiplier)
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func _on_entity_died(entity: Node) -> void:
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tracker.erase_entity(entity)
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decay.erase_entity(entity)
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