update
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130
scripts/systems/aggro_system.gd
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130
scripts/systems/aggro_system.gd
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extends Node
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var aggro_tables: Dictionary = {}
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var seconds_outside: Dictionary = {}
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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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func _process(delta: float) -> void:
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for enemy in aggro_tables.keys():
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if not is_instance_valid(enemy):
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aggro_tables.erase(enemy)
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seconds_outside.erase(enemy)
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continue
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_decay_aggro(enemy, delta)
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_update_target(enemy)
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func _decay_aggro(enemy: Node, delta: float) -> void:
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var table: Dictionary = aggro_tables[enemy]
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var base: BaseStats = Stats.get_base(enemy)
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var portal_radius: float = base.portal_radius if base is EnemyStats else 10.0
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var aggro_decay: float = base.aggro_decay if base is EnemyStats else 1.0
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var outside_portal := false
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if "portal" in enemy and enemy.portal and is_instance_valid(enemy.portal):
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var dist: float = enemy.global_position.distance_to(enemy.portal.global_position)
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if dist > portal_radius:
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outside_portal = true
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seconds_outside[enemy] = seconds_outside.get(enemy, 0.0) + delta
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else:
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seconds_outside[enemy] = 0.0
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for player in table.keys():
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var decay: float = aggro_decay * delta
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if outside_portal:
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var bonus: float = table[player] * 0.01 * pow(2, seconds_outside.get(enemy, 0.0)) * delta
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decay += bonus
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table[player] -= decay
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if not outside_portal and "portal" in enemy and enemy.portal and is_instance_valid(player):
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var player_dist: float = player.global_position.distance_to(enemy.portal.global_position)
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if player_dist <= portal_radius and table[player] < 1.0:
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table[player] = 1.0
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if table[player] <= 0:
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table.erase(player)
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func _update_target(enemy: Node) -> void:
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if not "state" in enemy:
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return
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var table: Dictionary = aggro_tables[enemy]
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var top: Node = _get_top_target(table)
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if top and top != enemy.target:
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enemy.target = top
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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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elif not top and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN:
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enemy.target = null
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enemy.state = enemy.State.RETURN
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func _add_aggro(enemy: Node, player: Node, amount: float) -> void:
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if enemy not in aggro_tables:
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aggro_tables[enemy] = {}
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if player in aggro_tables[enemy]:
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aggro_tables[enemy][player] += amount
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else:
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aggro_tables[enemy][player] = amount
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func _get_top_target(table: Dictionary) -> 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 table:
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if is_instance_valid(player) and table[player] > top_val:
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top_val = table[player]
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top = player
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return top
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func _alert_nearby(enemy: Node, target: Node) -> void:
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var base: BaseStats = Stats.get_base(enemy)
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var alert_radius: float = base.alert_radius if base is EnemyStats else 3.0
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var enemies := enemy.get_tree().get_nodes_in_group("enemies")
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for other in enemies:
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if other != enemy and is_instance_valid(other) and "state" in other:
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if other.state == other.State.IDLE:
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var dist: float = enemy.global_position.distance_to(other.global_position)
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if dist <= alert_radius:
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_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 _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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_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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_alert_nearby(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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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 = 2.0
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_add_aggro(target, attacker, amount * 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 aggro_tables:
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if is_instance_valid(enemy) and healer in aggro_tables[enemy]:
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_add_aggro(enemy, healer, amount * 0.5)
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func _on_entity_died(entity: Node) -> void:
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aggro_tables.erase(entity)
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seconds_outside.erase(entity)
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for enemy in aggro_tables:
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if is_instance_valid(enemy):
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aggro_tables[enemy].erase(entity)
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if "target" in enemy and entity == enemy.target:
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enemy.target = null
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enemy.state = enemy.State.RETURN
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