This commit is contained in:
Marek Lenczewski
2026-04-01 22:53:28 +02:00
parent b236cd52cb
commit e76c66eda6
70 changed files with 1016 additions and 732 deletions

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@@ -12,37 +12,41 @@ Der User kommuniziert auf Deutsch. Code und Variablen auf Englisch. Kommentare n
- Keine Debug-Prints im finalen Code (nur temporär zum Testen) - Keine Debug-Prints im finalen Code (nur temporär zum Testen)
## Architektur ## Architektur
- **Systeme berechnen und entscheiden**, Szenen rendern und senden/empfangen - **Stats (Model)**: Autoload, zentrale Datenhaltung aller Entity-Attribute. Basiswerte aus Resources.
- **Event-Flow**: Input → Intention-Event → System → Ergebnis-Event → Node - **Systeme (Controller)**: Scene-Nodes in world.tscn/dungeon.tscn, lesen/schreiben über Stats.
- **Systeme** sind Scene-Nodes (nicht Autoloads), gefunden über Gruppen - **Szenen (Views)**: Rendern, Input senden, Events empfangen. Kein Gameplay-State.
- **Zwischen Szenen**: Kommunikation über EventBus (Autoload). Szenen kennen sich nicht. - **EventBus (Signals)**: Autoload, Kommunikation zwischen Szenen und Systemen.
- **Innerhalb einer Szene**: Modulare Skripte als Child-Nodes, Zugriff auf Geschwister-Nodes erlaubt. - **Event-Flow**: Szene → Input → EventBus → System → Stats → EventBus → Szene
- **Autoloads**: EventBus (Signals), GameState (Spielerzustand zwischen Szenenwechseln) - **Zwischen Szenen**: Kommunikation über EventBus. Szenen kennen sich nicht.
- **Gruppen**: "player", "enemies", "portals", "boss" - **Innerhalb einer Szene**: Zugriff auf Geschwister-Nodes erlaubt.
- **Resources** für statische Konfiguration (Stats, Abilities), **Nodes** für laufenden Zustand - **Autoloads**: EventBus (Signals), Stats (Entity-Daten), GameState (Szene + Position)
- **Gruppen**: "player", "enemies", "portals", "boss", "cooldown_system"
- **Resources** für Basiswerte (Stats, Abilities), **Stats Autoload** für Laufzeitwerte
## Projektstruktur ## Projektstruktur
- `scenes/` — .tscn Dateien - `scenes/` — .tscn Dateien
- `world.tscn` — Hauptszene (100x100m, Taverne in Mitte) - `world.tscn` — Hauptszene (100x100m, Taverne, 10 Systeme)
- `player/player.tscn` — Spieler - `player/player.tscn` — Spieler
- `enemy/enemy.tscn` — Gegner - `enemy/enemy.tscn` — Gegner
- `enemy/boss.tscn` — Boss (eigene Szene, erbt von Enemy) - `enemy/boss.tscn` — Boss
- `portal/portal.tscn` — Portal (Gegner-Spawner) - `portal/portal.tscn` — Portal
- `portal/gate.tscn` — Gate (Teleporter, konfigurierbar: Dungeon-Eingang oder Exit) - `portal/gate.tscn` — Gate (Teleporter)
- `dungeon/dungeon.tscn` — Dungeon (15x90m Schlauch, 4 Gegnergruppen + Boss) - `dungeon/dungeon.tscn` — Dungeon (15x90m, 10 Systeme)
- `hud/hud.tscn` — HUD - `hud/hud.tscn` — HUD
- `scripts/systems/`Zentrale Systeme (health, shield, respawn, ability, cooldown, damage, buff, aggro, enemy_ai, spawn) - `scripts/systems/`10 Systeme (health, shield, damage, ability, cooldown, aggro, enemy_ai, respawn, spawn, buff)
- `scripts/player/` — Spieler-Skripte (player, camera, movement, combat, targeting, role, hud) - `scripts/player/` — Spieler-Skripte (player, camera, movement, combat, targeting, role, hud)
- `scripts/enemy/` — Gegner-Skripte (enemy, enemy_movement, boss) - `scripts/enemy/` — Gegner-Skripte (enemy, enemy_movement, boss)
- `scripts/portal/` — Portal + Gate (portal, gate) - `scripts/portal/` — Portal + Gate (portal, gate)
- `scripts/dungeon/` — Dungeon-Logik (dungeon_manager) - `scripts/dungeon/` — Dungeon-Logik (dungeon_manager)
- `scripts/components/`Wiederverwendbare Komponenten (health, shield, healthbar) - `scripts/components/`Healthbar (healthbar)
- `scripts/abilities/` — Ability-System (ability, ability_set) - `scripts/abilities/` — Ability-Daten (ability, ability_set)
- `scripts/resources/` — Resource-Klassen (entity_stats) - `scripts/resources/` — Resource-Klassen (base_stats, player_stats, enemy_stats, boss_stats, portal_stats)
- `scripts/event_bus.gd` — Globale Signals - `scripts/event_bus.gd` — Globale Signals
- `scripts/game_state.gd`Spielerzustand zwischen Szenenwechseln - `scripts/stats.gd`Zentrale Entity-Datenhaltung
- `scripts/game_state.gd` — Szene + Position zwischen Szenenwechseln
- `scripts/world/portal_spawner.gd` — Portal-Spawning
- `resources/stats/` — Stats .tres (player_stats, enemy_stats, portal_stats, boss_stats) - `resources/stats/` — Stats .tres (player_stats, enemy_stats, portal_stats, boss_stats)
- `resources/abilities/` — Ability .tres pro Rolle (single_attack, tank_single, healer_single, etc.) - `resources/abilities/` — Ability .tres pro Rolle
- `resources/ability_sets/` — AbilitySet .tres pro Rolle (tank_set, damage_set, healer_set) - `resources/ability_sets/` — AbilitySet .tres pro Rolle (tank_set, damage_set, healer_set)
## Planungsdokument ## Planungsdokument
@@ -81,11 +85,11 @@ Unter `~/Documents/2026/projekte/mmo/infosammlung/` liegen die originalen Design
- Heiler: Heilt statt schadet (Single, AOE, Ult), Heal-Passive, AOE macht Schaden - Heiler: Heilt statt schadet (Single, AOE, Ult), Heal-Passive, AOE macht Schaden
## Szenenwechsel ## Szenenwechsel
- GameState Autoload speichert Spielerzustand (HP, Shield, Rolle) zwischen Szenen - Stats Autoload cached Spieler-Werte automatisch bei Szenenwechsel
- GameState speichert Rolle + Position
- Gate (Eingang): save_player → Dungeon laden - Gate (Eingang): save_player → Dungeon laden
- Gate (Exit): save_player, returning_from_dungeon → Welt laden, Spieler bei Gate-Position - Gate (Exit): returning_from_dungeon → Welt laden, Spieler bei Gate-Position
- Boss-Tod: dungeon_cleared → Welt laden, Spieler bei Taverne, Gates weg - Boss-Tod: dungeon_cleared → Welt laden, Cache geleert, Spieler bei Taverne mit vollen HP
- PortalSpawner stellt Gate wieder her wenn portal_position gesetzt und Boss noch lebt
## Workflow mit dem User ## Workflow mit dem User
- **plan.md ist zentral** — User will Änderungen zuerst in plan.md dokumentiert haben, dann implementieren - **plan.md ist zentral** — User will Änderungen zuerst in plan.md dokumentiert haben, dann implementieren

74
plan.md
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@@ -29,17 +29,12 @@
- event_bus.gd — Autoload-Singleton, globale Signals - event_bus.gd — Autoload-Singleton, globale Signals
- Intentionen (Input → System): - Intentionen (Input → System):
- ability_use_requested(player, ability_index) — Spieler will Ability nutzen - ability_use_requested(player, ability_index) — Spieler will Ability nutzen
- auto_attack_tick(attacker) — Auto-Attack bereit
- target_requested(player, target) — Spieler will Ziel anvisieren
- enemy_detected(enemy, player) — Spieler in Detection-Area - enemy_detected(enemy, player) — Spieler in Detection-Area
- Ergebnisse (System → Node):
- combat_state_changed(player, in_combat) — Kampfstatus geändert (AggroSystem)
- enemy_state_changed(enemy, new_state) — Gegner-State geändert (EnemyAISystem)
- enemy_target_changed(enemy, target) — Gegner-Ziel geändert (AggroSystem)
- Kampf: - Kampf:
- attack_executed(attacker, position, direction, damage) — Angriff wurde ausgeführt - attack_executed(attacker, position, direction, damage) — Angriff wurde ausgeführt
- damage_dealt(attacker, target, damage) — Schaden wurde verteilt - damage_dealt(attacker, target, damage) — Schaden wurde verteilt
- damage_requested(attacker, target, amount) — Schaden zwischen Szenen anfordern - damage_requested(attacker, target, amount) — Schaden anfordern
- heal_requested(healer, target, amount) — Heilung anfordern
- Entity: - Entity:
- entity_died(entity) — Entity ist gestorben - entity_died(entity) — Entity ist gestorben
- health_changed(entity, current, max) — Leben hat sich verändert - health_changed(entity, current, max) — Leben hat sich verändert
@@ -54,8 +49,6 @@
- cooldown_tick(cooldowns, max_cooldowns, gcd_timer) — Cooldown-Update für HUD - cooldown_tick(cooldowns, max_cooldowns, gcd_timer) — Cooldown-Update für HUD
- Buff: - Buff:
- buff_changed(entity, stat, value) — Buff hat sich verändert - buff_changed(entity, stat, value) — Buff hat sich verändert
- Regeneration:
- regeneration_changed(entity, current, max) — Regeneration hat sich verändert
- Gegner: - Gegner:
- enemy_engaged(enemy, target) — Gegner hat Spieler anvisiert - enemy_engaged(enemy, target) — Gegner hat Spieler anvisiert
- Portal: - Portal:
@@ -63,6 +56,8 @@
- portal_defeated(portal) — Portal besiegt, wird Gate - portal_defeated(portal) — Portal besiegt, wird Gate
- Dungeon: - Dungeon:
- dungeon_cleared() — Boss tot, Dungeon gesäubert - dungeon_cleared() — Boss tot, Dungeon gesäubert
- Reserviert (definiert, noch nicht genutzt):
- auto_attack_tick, target_requested, combat_state_changed, enemy_state_changed, enemy_target_changed, regeneration_changed
# Resources # Resources
## BaseStats ## BaseStats
@@ -89,59 +84,53 @@
- Verändert Ability (Element, Beruf, Prestige) - Verändert Ability (Element, Beruf, Prestige)
# Systeme # Systeme
- Werden in der Hauptszene instanziert - In jeder Root-Szene instanziert (world.tscn, dungeon.tscn)
- Entities registrieren/deregistrieren sich bei Stats - Entities registrieren/deregistrieren sich bei Stats
- Systeme lesen/schreiben über Stats - Systeme lesen/schreiben über Stats
### HealthSystem (health_system.gd) ### HealthSystem (health_system.gd)
- Leben (health) und Lebensregeneration (regeneration) berechnen - Leben und Lebensregeneration berechnen, Tod bei 0 HP
- Tod bei 0 HP
- Listener: damage_requested, heal_requested - Listener: damage_requested, heal_requested
- Event: health_changed, regeneration_changed, entity_died - Event: health_changed, entity_died
### ShieldSystem (shield_system.gd) ### ShieldSystem (shield_system.gd)
- Schild (shield) und Schildregeneration (shield_regeneration) berechnen - Schild und Schildregeneration berechnen
- Wie zweite Lebensleiste - absorb(entity, amount) → remaining damage
- Event: shield_changed, shield_broken, shield_regenerated - Event: shield_changed, shield_broken, shield_regenerated
### RespawnSystem (respawn_system.gd) ### RespawnSystem (respawn_system.gd)
- Respawn bei Taverne mit vollen Leben und Schild - Respawn bei Taverne mit vollen Leben und Schild
- Tod-Timer (3s)
- Listener: entity_died - Listener: entity_died
- Event: respawn_tick, player_respawned - Event: respawn_tick, player_respawned
### AbilitySystem (ability_system.gd) ### AbilitySystem (ability_system.gd)
- Single, AOE, Utility, Ult - Ability-Ausführung (Single, AOE, Utility, Ult) + Auto-Attack in _process
- Auto-Attack - Listener: ability_use_requested
- Listener: ability_use_requested, auto_attack_tick - Event: attack_executed, damage_requested, heal_requested
- Event: attack_executed ### BuffSystem (buff_system.gd)
## BuffSystem (buff_system.gd) - Passive-Buffs (damage/heal/shield Multiplikatoren in Stats)
- Passive
- Listener: role_changed - Listener: role_changed
- Event: buff_changed - Event: buff_changed, shield_changed
### CooldownSystem (cooldown_system.gd) ### CooldownSystem (cooldown_system.gd)
- Cooldown-Tracking, GCD - Cooldown-Tracking, GCD, AA-Timer per Entity
- Listener: attack_executed - register/deregister per Entity, direkte Funktionsaufrufe vom AbilitySystem
- Event: cooldown_tick - Event: cooldown_tick
### DamageSystem (damage_system.gd) ### DamageSystem (damage_system.gd)
- Schadensberechnung - Reserviert für spätere Schadensberechnung (aktuell leer)
- Listener: attack_executed
- Event: damage_requested, heal_requested
### AggroSystem (aggro_system.gd) ### AggroSystem (aggro_system.gd)
- Aggro-Tabellen, Decay, Zielwahl, Kampfstatus, Nearby-Alerting - Aggro-Tabellen, Decay, Zielwahl, Nearby-Alerting
- Listener: damage_dealt, heal_requested, entity_died, enemy_detected, target_requested - Listener: damage_dealt, heal_requested, entity_died, enemy_detected
- Event: target_changed, combat_state_changed, enemy_target_changed, enemy_engaged - Event: enemy_engaged
### EnemyAISystem (enemy_ai_system.gd) ### EnemyAISystem (enemy_ai_system.gd)
- Gegner-States (Idle/Chase/Attack/Return), Bewegungsbefehle - ATTACK-State: Range-Check, Timer, Schaden
- Listener: enemy_target_changed, entity_died - Iteriert Enemies in _physics_process
- Event: enemy_state_changed - Event: damage_requested
### SpawnSystem (spawn_system.gd) ### SpawnSystem (spawn_system.gd)
- Entity-Erstellung, Portal/Gate-Spawning, Dungeon-Clear - Portal-HP-Schwellen-Spawning
- Export: mode ("world" / "dungeon") - Listener: health_changed, entity_died
- Listener: entity_died, health_changed - Event: portal_spawn
- Event: portal_spawn, portal_defeated, dungeon_cleared
# Szenen # Szenen
- Szenen sind Views — rendern, Input senden, Events empfangen - Szenen sind Views — rendern, Input senden, Events empfangen
- Kein Gameplay-State in Szenen (liegt in Stats Autoload) - Kein Gameplay-State in Szenen (liegt in Stats Autoload)
- Entities registrieren sich bei Stats in _ready(), deregistrieren in _exit_tree() - Entities registrieren sich bei Stats in _ready(), deregistrieren in _exit_tree()
- Spieler und HUD wandern beim Szenenwechsel mit (aus Welt entfernt, im Dungeon eingefügt) - Stats cached Spieler-Werte automatisch bei Szenenwechsel (player_cache)
## Welt ## Welt
- world.tscn — Hauptszene (100x100m) - world.tscn — Hauptszene (100x100m)
@@ -163,7 +152,7 @@
- CameraPivot (Node3D, camera.gd) - CameraPivot (Node3D, camera.gd)
- Camera3D - Camera3D
- Movement (Node, movement.gd) — WASD + Springen, liest Werte von Stats - Movement (Node, movement.gd) — WASD + Springen, liest Werte von Stats
- Combat (Node, combat.gd) — Input-Handler, emittiert ability_use_requested, auto_attack_tick - Combat (Node, combat.gd) — Input-Handler, emittiert ability_use_requested
- Role (Node, role.gd) — Rollenwechsel ALT+1/2/3, emittiert role_changed - Role (Node, role.gd) — Rollenwechsel ALT+1/2/3, emittiert role_changed
- Targeting (Node, targeting.gd) — Klick/TAB, emittiert target_requested - Targeting (Node, targeting.gd) — Klick/TAB, emittiert target_requested
- player.gd — Registriert bei Stats mit PlayerStats Resource, Sichtbarkeit bei Tod/Respawn - player.gd — Registriert bei Stats mit PlayerStats Resource, Sichtbarkeit bei Tod/Respawn
@@ -215,13 +204,16 @@
## Dungeon ## Dungeon
- dungeon.tscn — Geschlossener Raum (15x90m, Wände, dunkles Licht) - dungeon.tscn — Geschlossener Raum (15x90m, Wände, dunkles Licht)
- Systems (alle 10 Systeme, temporär bis Welt parallel läuft)
- NavigationRegion3D - NavigationRegion3D
- Boden, 4 Wände (StaticBody3D + BoxMesh, 3m hoch) - Boden, 4 Wände (StaticBody3D + BoxMesh, 3m hoch)
- Spieler (Instanz von player.tscn)
- HUD (Instanz von hud.tscn)
- Gegnergruppen (4x4 Gegner) - Gegnergruppen (4x4 Gegner)
- Boss (Instanz von boss.tscn) - Boss (Instanz von boss.tscn)
- Exit-Gate (Instanz von gate.tscn, is_exit=true) - Exit-Gate (Instanz von gate.tscn, is_exit=true)
- DungeonManager (Node, dungeon_manager.gd) - DungeonManager (Node, dungeon_manager.gd)
- Keine eigenen Systems Welt läuft weiter, Systems der Welt verarbeiten alle Entities - Eigene Systems bis Welt parallel läuft (geplant: Reparenting)
## HUD ## HUD
- hud.tscn — CanvasLayer - hud.tscn — CanvasLayer

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@@ -18,6 +18,7 @@ config/icon="res://icon.svg"
[autoload] [autoload]
EventBus="*res://scripts/event_bus.gd" EventBus="*res://scripts/event_bus.gd"
Stats="*res://scripts/stats.gd"
GameState="*res://scripts/game_state.gd" GameState="*res://scripts/game_state.gd"
[dotnet] [dotnet]

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@@ -1,6 +1,6 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3] [gd_resource type="Resource" script_class="BossStats" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"] [ext_resource type="Script" path="res://scripts/resources/boss_stats.gd" id="1"]
[resource] [resource]
script = ExtResource("1") script = ExtResource("1")
@@ -9,3 +9,12 @@ health_regen = 0.0
max_shield = 100.0 max_shield = 100.0
shield_regen_delay = 5.0 shield_regen_delay = 5.0
shield_regen_time = 8.0 shield_regen_time = 8.0
speed = 3.0
attack_range = 2.0
attack_cooldown = 1.5
attack_damage = 5.0
regen_fast = 0.1
regen_slow = 0.01
aggro_decay = 1.0
portal_radius = 10.0
alert_radius = 3.0

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@@ -1,11 +1,7 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3] [gd_resource type="Resource" script_class="EnemyStats" format=3 uid="uid://cj1shmjwf0xeo"]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"] [ext_resource type="Script" uid="uid://bh2uuuvl30y0x" path="res://scripts/resources/enemy_stats.gd" id="1"]
[resource] [resource]
script = ExtResource("1") script = ExtResource("1")
max_health = 100.0
health_regen = 0.0
max_shield = 50.0 max_shield = 50.0
shield_regen_delay = 3.0
shield_regen_time = 5.0

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@@ -1,11 +1,8 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3] [gd_resource type="Resource" script_class="PlayerStats" format=3 uid="uid://btd0g0oiulssq"]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"] [ext_resource type="Script" uid="uid://ypyntbavbsto" path="res://scripts/resources/player_stats.gd" id="1"]
[resource] [resource]
script = ExtResource("1") script = ExtResource("1")
max_health = 100.0
health_regen = 1.0 health_regen = 1.0
max_shield = 50.0 max_shield = 50.0
shield_regen_delay = 3.0
shield_regen_time = 5.0

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@@ -1,9 +1,7 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3] [gd_resource type="Resource" script_class="PortalStats" format=3 uid="uid://be2vv5u0jw0yw"]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"] [ext_resource type="Script" uid="uid://bioid3s5oftxs" path="res://scripts/resources/portal_stats.gd" id="1"]
[resource] [resource]
script = ExtResource("1") script = ExtResource("1")
max_health = 500.0 max_health = 500.0
health_regen = 0.0
max_shield = 0.0

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@@ -6,6 +6,16 @@
[ext_resource type="PackedScene" path="res://scenes/enemy/boss.tscn" id="boss"] [ext_resource type="PackedScene" path="res://scenes/enemy/boss.tscn" id="boss"]
[ext_resource type="Script" path="res://scripts/dungeon/dungeon_manager.gd" id="dungeon_manager"] [ext_resource type="Script" path="res://scripts/dungeon/dungeon_manager.gd" id="dungeon_manager"]
[ext_resource type="PackedScene" path="res://scenes/portal/gate.tscn" id="gate"] [ext_resource type="PackedScene" path="res://scenes/portal/gate.tscn" id="gate"]
[ext_resource type="Script" path="res://scripts/systems/health_system.gd" id="health_system"]
[ext_resource type="Script" path="res://scripts/systems/shield_system.gd" id="shield_system"]
[ext_resource type="Script" path="res://scripts/systems/damage_system.gd" id="damage_system"]
[ext_resource type="Script" path="res://scripts/systems/ability_system.gd" id="ability_system"]
[ext_resource type="Script" path="res://scripts/systems/cooldown_system.gd" id="cooldown_system"]
[ext_resource type="Script" path="res://scripts/systems/aggro_system.gd" id="aggro_system"]
[ext_resource type="Script" path="res://scripts/systems/enemy_ai_system.gd" id="enemy_ai_system"]
[ext_resource type="Script" path="res://scripts/systems/respawn_system.gd" id="respawn_system"]
[ext_resource type="Script" path="res://scripts/systems/spawn_system.gd" id="spawn_system"]
[ext_resource type="Script" path="res://scripts/systems/buff_system.gd" id="buff_system"]
[sub_resource type="NavigationMesh" id="NavigationMesh_1"] [sub_resource type="NavigationMesh" id="NavigationMesh_1"]
vertices = PackedVector3Array(-7.0, 0.5, -7.0, -7.0, 0.5, 87.0, 7.0, 0.5, 87.0, 7.0, 0.5, -7.0) vertices = PackedVector3Array(-7.0, 0.5, -7.0, -7.0, 0.5, 87.0, 7.0, 0.5, 87.0, 7.0, 0.5, -7.0)
@@ -39,6 +49,38 @@ size = Vector3(0.5, 3, 90)
[node name="Dungeon" type="Node3D"] [node name="Dungeon" type="Node3D"]
[node name="Systems" type="Node" parent="."]
[node name="HealthSystem" type="Node" parent="Systems"]
script = ExtResource("health_system")
[node name="ShieldSystem" type="Node" parent="Systems"]
script = ExtResource("shield_system")
[node name="DamageSystem" type="Node" parent="Systems"]
script = ExtResource("damage_system")
[node name="AbilitySystem" type="Node" parent="Systems"]
script = ExtResource("ability_system")
[node name="CooldownSystem" type="Node" parent="Systems"]
script = ExtResource("cooldown_system")
[node name="AggroSystem" type="Node" parent="Systems"]
script = ExtResource("aggro_system")
[node name="EnemyAISystem" type="Node" parent="Systems"]
script = ExtResource("enemy_ai_system")
[node name="RespawnSystem" type="Node" parent="Systems"]
script = ExtResource("respawn_system")
[node name="SpawnSystem" type="Node" parent="Systems"]
script = ExtResource("spawn_system")
[node name="BuffSystem" type="Node" parent="Systems"]
script = ExtResource("buff_system")
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="."] [node name="NavigationRegion3D" type="NavigationRegion3D" parent="."]
navigation_mesh = SubResource("NavigationMesh_1") navigation_mesh = SubResource("NavigationMesh_1")

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@@ -1,12 +1,8 @@
[gd_scene load_steps=6 format=3] [gd_scene load_steps=6 format=3]
[ext_resource type="Script" path="res://scripts/enemy/boss.gd" id="1"] [ext_resource type="Script" path="res://scripts/enemy/boss.gd" id="1"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"]
[ext_resource type="Script" path="res://scripts/components/shield.gd" id="3"]
[ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="4"] [ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="4"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"] [ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_combat.gd" id="6"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_aggro.gd" id="7"]
[ext_resource type="Resource" path="res://resources/stats/boss_stats.tres" id="8"] [ext_resource type="Resource" path="res://resources/stats/boss_stats.tres" id="8"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
@@ -23,9 +19,6 @@ bg_color = Color(0.3, 0.1, 0.1, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"]
bg_color = Color(0.2, 0.8, 0.2, 1) bg_color = Color(0.2, 0.8, 0.2, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill_aggro"]
bg_color = Color(0.2, 0.4, 0.9, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_bg"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_bg"]
bg_color = Color(0.1, 0.1, 0.3, 1) bg_color = Color(0.1, 0.1, 0.3, 1)
@@ -45,6 +38,7 @@ radius = 8.0
[node name="Boss" type="CharacterBody3D"] [node name="Boss" type="CharacterBody3D"]
script = ExtResource("1") script = ExtResource("1")
stats = ExtResource("8")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_1") shape = SubResource("CapsuleShape3D_1")
@@ -53,14 +47,6 @@ shape = SubResource("CapsuleShape3D_1")
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 0, 0) transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, 0, 0, 0)
mesh = SubResource("SphereMesh_1") mesh = SubResource("SphereMesh_1")
[node name="Health" type="Node" parent="."]
script = ExtResource("2")
stats = ExtResource("8")
[node name="Shield" type="Node" parent="."]
script = ExtResource("3")
stats = ExtResource("8")
[node name="HitArea" type="Area3D" parent="."] [node name="HitArea" type="Area3D" parent="."]
collision_layer = 4 collision_layer = 4
collision_mask = 0 collision_mask = 0
@@ -73,12 +59,6 @@ shape = SubResource("CapsuleShape3D_2")
[node name="EnemyMovement" type="Node" parent="."] [node name="EnemyMovement" type="Node" parent="."]
script = ExtResource("5") script = ExtResource("5")
[node name="EnemyCombat" type="Node" parent="."]
script = ExtResource("6")
[node name="EnemyAggro" type="Node" parent="."]
script = ExtResource("7")
[node name="DetectionArea" type="Area3D" parent="."] [node name="DetectionArea" type="Area3D" parent="."]
collision_layer = 0 collision_layer = 0
collision_mask = 1 collision_mask = 1

View File

@@ -1,12 +1,8 @@
[gd_scene load_steps=6 format=3] [gd_scene load_steps=6 format=3]
[ext_resource type="Script" path="res://scripts/enemy/enemy.gd" id="1"] [ext_resource type="Script" path="res://scripts/enemy/enemy.gd" id="1"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"]
[ext_resource type="Script" path="res://scripts/components/shield.gd" id="3"]
[ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="4"] [ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="4"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"] [ext_resource type="Script" path="res://scripts/enemy/enemy_movement.gd" id="5"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_combat.gd" id="6"]
[ext_resource type="Script" path="res://scripts/enemy/enemy_aggro.gd" id="7"]
[ext_resource type="Resource" path="res://resources/stats/enemy_stats.tres" id="8"] [ext_resource type="Resource" path="res://resources/stats/enemy_stats.tres" id="8"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
@@ -23,9 +19,6 @@ bg_color = Color(0.3, 0.1, 0.1, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill"]
bg_color = Color(0.2, 0.8, 0.2, 1) bg_color = Color(0.2, 0.8, 0.2, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_fill_aggro"]
bg_color = Color(0.2, 0.4, 0.9, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_bg"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_bg"]
bg_color = Color(0.1, 0.1, 0.3, 1) bg_color = Color(0.1, 0.1, 0.3, 1)
@@ -45,6 +38,7 @@ radius = 8.0
[node name="Enemy" type="CharacterBody3D"] [node name="Enemy" type="CharacterBody3D"]
script = ExtResource("1") script = ExtResource("1")
stats = ExtResource("8")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CapsuleShape3D_1") shape = SubResource("CapsuleShape3D_1")
@@ -52,14 +46,6 @@ shape = SubResource("CapsuleShape3D_1")
[node name="Mesh" type="MeshInstance3D" parent="."] [node name="Mesh" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_1") mesh = SubResource("SphereMesh_1")
[node name="Health" type="Node" parent="."]
script = ExtResource("2")
stats = ExtResource("8")
[node name="Shield" type="Node" parent="."]
script = ExtResource("3")
stats = ExtResource("8")
[node name="HitArea" type="Area3D" parent="."] [node name="HitArea" type="Area3D" parent="."]
collision_layer = 4 collision_layer = 4
collision_mask = 0 collision_mask = 0
@@ -72,12 +58,6 @@ shape = SubResource("CapsuleShape3D_2")
[node name="EnemyMovement" type="Node" parent="."] [node name="EnemyMovement" type="Node" parent="."]
script = ExtResource("5") script = ExtResource("5")
[node name="EnemyCombat" type="Node" parent="."]
script = ExtResource("6")
[node name="EnemyAggro" type="Node" parent="."]
script = ExtResource("7")
[node name="DetectionArea" type="Area3D" parent="."] [node name="DetectionArea" type="Area3D" parent="."]
collision_layer = 0 collision_layer = 0
collision_mask = 1 collision_mask = 1

View File

@@ -4,10 +4,7 @@
[ext_resource type="Script" uid="uid://cohjyjge1kqxb" path="res://scripts/player/camera.gd" id="2"] [ext_resource type="Script" uid="uid://cohjyjge1kqxb" path="res://scripts/player/camera.gd" id="2"]
[ext_resource type="Script" uid="uid://fg87dh8fbc8" path="res://scripts/player/movement.gd" id="3"] [ext_resource type="Script" uid="uid://fg87dh8fbc8" path="res://scripts/player/movement.gd" id="3"]
[ext_resource type="Script" uid="uid://d15til6fsxw5b" path="res://scripts/player/combat.gd" id="4"] [ext_resource type="Script" uid="uid://d15til6fsxw5b" path="res://scripts/player/combat.gd" id="4"]
[ext_resource type="Script" uid="uid://b053b4fkkeaod" path="res://scripts/components/health.gd" id="5"]
[ext_resource type="Script" uid="uid://bpfw71oprcvou" path="res://scripts/components/shield.gd" id="6"]
[ext_resource type="Script" uid="uid://b05nkuryipwny" path="res://scripts/player/targeting.gd" id="8"] [ext_resource type="Script" uid="uid://b05nkuryipwny" path="res://scripts/player/targeting.gd" id="8"]
[ext_resource type="Script" uid="uid://dw3dtax5bx0of" path="res://scripts/player/respawn.gd" id="9"]
[ext_resource type="Script" path="res://scripts/player/role.gd" id="10"] [ext_resource type="Script" path="res://scripts/player/role.gd" id="10"]
[ext_resource type="Resource" uid="uid://cgxtn7dfs40bh" path="res://resources/ability_sets/tank_set.tres" id="11"] [ext_resource type="Resource" uid="uid://cgxtn7dfs40bh" path="res://resources/ability_sets/tank_set.tres" id="11"]
[ext_resource type="Resource" uid="uid://beodknb6i1pm4" path="res://resources/ability_sets/damage_set.tres" id="12"] [ext_resource type="Resource" uid="uid://beodknb6i1pm4" path="res://resources/ability_sets/damage_set.tres" id="12"]
@@ -24,6 +21,7 @@ height = 1.8
[node name="Player" type="CharacterBody3D" unique_id=1350215040] [node name="Player" type="CharacterBody3D" unique_id=1350215040]
script = ExtResource("1") script = ExtResource("1")
stats = ExtResource("14")
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=33887999] [node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=33887999]
shape = SubResource("CapsuleShape3D_1") shape = SubResource("CapsuleShape3D_1")
@@ -47,17 +45,6 @@ script = ExtResource("4")
[node name="Targeting" type="Node" parent="." unique_id=592540710] [node name="Targeting" type="Node" parent="." unique_id=592540710]
script = ExtResource("8") script = ExtResource("8")
[node name="Health" type="Node" parent="." unique_id=1872357630]
script = ExtResource("5")
stats = ExtResource("14")
[node name="Shield" type="Node" parent="." unique_id=716948065]
script = ExtResource("6")
stats = ExtResource("14")
[node name="Respawn" type="Node" parent="." unique_id=1562314386]
script = ExtResource("9")
[node name="Role" type="Node" parent="." unique_id=134158295] [node name="Role" type="Node" parent="." unique_id=134158295]
script = ExtResource("10") script = ExtResource("10")
tank_set = ExtResource("11") tank_set = ExtResource("11")

View File

@@ -1,10 +1,7 @@
[gd_scene format=3] [gd_scene format=3]
[ext_resource type="Script" path="res://scripts/portal/portal.gd" id="1"] [ext_resource type="Script" path="res://scripts/portal/portal.gd" id="1"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"]
[ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="3"] [ext_resource type="Script" path="res://scripts/components/healthbar.gd" id="3"]
[ext_resource type="Script" path="res://scripts/components/spawner.gd" id="4"]
[ext_resource type="PackedScene" path="res://scenes/enemy/enemy.tscn" id="5"]
[ext_resource type="Resource" path="res://resources/stats/portal_stats.tres" id="6"] [ext_resource type="Resource" path="res://resources/stats/portal_stats.tres" id="6"]
[sub_resource type="SphereShape3D" id="SphereShape3D_1"] [sub_resource type="SphereShape3D" id="SphereShape3D_1"]
@@ -35,6 +32,7 @@ bg_color = Color(0.2, 0.8, 0.2, 1)
[node name="Portal" type="StaticBody3D"] [node name="Portal" type="StaticBody3D"]
script = ExtResource("1") script = ExtResource("1")
stats = ExtResource("6")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("CylinderShape3D_1") shape = SubResource("CylinderShape3D_1")
@@ -42,10 +40,6 @@ shape = SubResource("CylinderShape3D_1")
[node name="Mesh" type="MeshInstance3D" parent="."] [node name="Mesh" type="MeshInstance3D" parent="."]
mesh = SubResource("CylinderMesh_1") mesh = SubResource("CylinderMesh_1")
[node name="Health" type="Node" parent="."]
script = ExtResource("2")
stats = ExtResource("6")
[node name="HitArea" type="Area3D" parent="."] [node name="HitArea" type="Area3D" parent="."]
collision_layer = 4 collision_layer = 4
collision_mask = 0 collision_mask = 0
@@ -61,10 +55,6 @@ monitoring = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="DetectionArea"] [node name="CollisionShape3D" type="CollisionShape3D" parent="DetectionArea"]
shape = SubResource("SphereShape3D_1") shape = SubResource("SphereShape3D_1")
[node name="Spawner" type="Node" parent="."]
script = ExtResource("4")
spawn_scene = ExtResource("5")
[node name="Healthbar" type="Sprite3D" parent="."] [node name="Healthbar" type="Sprite3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, 0)
billboard = 1 billboard = 1

View File

@@ -1,8 +1,18 @@
[gd_scene format=3 uid="uid://dy1icabu2ssbw"] [gd_scene format=3 uid="uid://dy1icabu2ssbw"]
[ext_resource type="Script" uid="uid://h0hts425epc6" path="res://scripts/systems/ability_system.gd" id="ability_system"]
[ext_resource type="Script" uid="uid://cm7ehl2pexcst" path="res://scripts/systems/aggro_system.gd" id="aggro_system"]
[ext_resource type="Script" uid="uid://da2jm0awq2lnh" path="res://scripts/systems/buff_system.gd" id="buff_system"]
[ext_resource type="Script" uid="uid://ddos7mo8rahou" path="res://scripts/systems/cooldown_system.gd" id="cooldown_system"]
[ext_resource type="Script" uid="uid://cbd1bryh0e2dw" path="res://scripts/systems/damage_system.gd" id="damage_system"]
[ext_resource type="Script" uid="uid://bwhxu5586lc1l" path="res://scripts/systems/enemy_ai_system.gd" id="enemy_ai_system"]
[ext_resource type="Script" uid="uid://b3wkn5118dimy" path="res://scripts/systems/health_system.gd" id="health_system"]
[ext_resource type="PackedScene" path="res://scenes/hud/hud.tscn" id="hud"] [ext_resource type="PackedScene" path="res://scenes/hud/hud.tscn" id="hud"]
[ext_resource type="PackedScene" uid="uid://cdnkbt1f0db7e" path="res://scenes/player/player.tscn" id="player"] [ext_resource type="PackedScene" uid="uid://cdnkbt1f0db7e" path="res://scenes/player/player.tscn" id="player"]
[ext_resource type="Script" uid="uid://cskx6o07iukwh" path="res://scripts/world/portal_spawner.gd" id="portal_spawner"] [ext_resource type="Script" uid="uid://cskx6o07iukwh" path="res://scripts/world/portal_spawner.gd" id="portal_spawner"]
[ext_resource type="Script" uid="uid://b1qkvoqvmd21h" path="res://scripts/systems/respawn_system.gd" id="respawn_system"]
[ext_resource type="Script" uid="uid://rsnpuf77o0sn" path="res://scripts/systems/shield_system.gd" id="shield_system"]
[ext_resource type="Script" uid="uid://c84voxmnaifyt" path="res://scripts/systems/spawn_system.gd" id="spawn_system"]
[sub_resource type="NavigationMesh" id="NavigationMesh_1"] [sub_resource type="NavigationMesh" id="NavigationMesh_1"]
vertices = PackedVector3Array(-49.5, 0.5, -49.5, -49.5, 0.5, 49.5, 49.5, 0.5, 49.5, 49.5, 0.5, -49.5) vertices = PackedVector3Array(-49.5, 0.5, -49.5, -49.5, 0.5, 49.5, 49.5, 0.5, 49.5, 49.5, 0.5, -49.5)
@@ -41,6 +51,38 @@ size = Vector3(5, 3, 5)
[node name="World" type="Node3D" unique_id=1865233338] [node name="World" type="Node3D" unique_id=1865233338]
[node name="Systems" type="Node" parent="." unique_id=1813416478]
[node name="HealthSystem" type="Node" parent="Systems" unique_id=221270411]
script = ExtResource("health_system")
[node name="ShieldSystem" type="Node" parent="Systems" unique_id=1790230220]
script = ExtResource("shield_system")
[node name="DamageSystem" type="Node" parent="Systems" unique_id=2146323526]
script = ExtResource("damage_system")
[node name="AbilitySystem" type="Node" parent="Systems" unique_id=391120092]
script = ExtResource("ability_system")
[node name="CooldownSystem" type="Node" parent="Systems" unique_id=99457358]
script = ExtResource("cooldown_system")
[node name="AggroSystem" type="Node" parent="Systems" unique_id=1539448343]
script = ExtResource("aggro_system")
[node name="EnemyAISystem" type="Node" parent="Systems" unique_id=2089718042]
script = ExtResource("enemy_ai_system")
[node name="RespawnSystem" type="Node" parent="Systems" unique_id=1586865573]
script = ExtResource("respawn_system")
[node name="SpawnSystem" type="Node" parent="Systems" unique_id=1099032666]
script = ExtResource("spawn_system")
[node name="BuffSystem" type="Node" parent="Systems" unique_id=1219368182]
script = ExtResource("buff_system")
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="." unique_id=1265843679] [node name="NavigationRegion3D" type="NavigationRegion3D" parent="." unique_id=1265843679]
navigation_mesh = SubResource("NavigationMesh_1") navigation_mesh = SubResource("NavigationMesh_1")

View File

@@ -13,107 +13,3 @@ enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
@export var icon: String = "" @export var icon: String = ""
@export var is_heal: bool = false @export var is_heal: bool = false
@export var passive_stat: String = "damage" @export var passive_stat: String = "damage"
func execute(player: Node, targeting: Node) -> bool:
var stat: String = "heal" if is_heal else "damage"
var dmg: float = _get_modified_damage(player, damage, stat)
match type:
Type.SINGLE:
return _execute_single(player, targeting, dmg)
Type.AOE:
return _execute_aoe(player, dmg)
Type.UTILITY:
return _execute_utility(player)
Type.ULT:
return _execute_ult(player, targeting, dmg)
return false
func _get_modified_damage(player: Node, base: float, stat: String = "damage") -> float:
var combat: Node = player.get_node("Combat")
return combat.apply_passive(base, stat)
func _in_range(player: Node, targeting: Node) -> bool:
if ability_range <= 0:
return true
if is_heal:
return true
if not is_instance_valid(targeting.current_target):
return false
var dist: float = player.global_position.distance_to(targeting.current_target.global_position)
return dist <= ability_range
func _execute_single(player: Node, targeting: Node, dmg: float) -> bool:
if is_heal:
EventBus.heal_requested.emit(player, player, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
if not _in_range(player, targeting):
return false
if not is_instance_valid(targeting.current_target):
return false
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
func _execute_aoe(player: Node, dmg: float) -> bool:
if is_heal:
EventBus.heal_requested.emit(player, player, dmg)
var players := player.get_tree().get_nodes_in_group("player")
for p in players:
if p != player and is_instance_valid(p):
var dist: float = player.global_position.distance_to(p.global_position)
if dist <= ability_range:
EventBus.heal_requested.emit(player, p, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
var hit := false
var enemies := player.get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist <= ability_range:
EventBus.damage_requested.emit(player, enemy, dmg)
hit = true
if hit:
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return hit
func _execute_utility(player: Node) -> bool:
var shield: Node = player.get_node_or_null("Shield")
if shield:
if damage > 0:
shield.current_shield = shield.max_shield * (damage / 100.0)
else:
if shield.current_shield >= shield.max_shield:
return false
shield.current_shield = shield.max_shield
EventBus.shield_changed.emit(player, shield.current_shield, shield.max_shield)
return true
return false
func _execute_ult(player: Node, targeting: Node, dmg: float) -> bool:
if is_heal:
EventBus.heal_requested.emit(player, player, dmg)
var players := player.get_tree().get_nodes_in_group("player")
var aoe_range: float = aoe_radius if aoe_radius > 0 else ability_range
for p in players:
if p != player and is_instance_valid(p):
var dist: float = player.global_position.distance_to(p.global_position)
if dist <= aoe_range:
EventBus.heal_requested.emit(player, p, dmg * 0.4)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
if not _in_range(player, targeting):
return false
if not is_instance_valid(targeting.current_target):
return false
var target: Node3D = targeting.current_target
EventBus.damage_requested.emit(player, target, dmg * 5.0)
var aoe_range: float = aoe_radius if aoe_radius > 0 else ability_range
var enemies := player.get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
if enemy != target and is_instance_valid(enemy):
var enemy_dist: float = target.global_position.distance_to(enemy.global_position)
if enemy_dist <= aoe_range:
EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 5.0)
return true

View File

@@ -1,45 +0,0 @@
extends Node
@export var stats: EntityStats
var max_health: float
var health_regen: float
var current_health: float
func _ready() -> void:
max_health = stats.max_health
health_regen = stats.health_regen
current_health = max_health
EventBus.damage_requested.connect(_on_damage_requested)
EventBus.heal_requested.connect(_on_heal_requested)
func _process(delta: float) -> void:
if current_health > 0 and current_health < max_health and health_regen > 0:
current_health = min(current_health + health_regen * delta, max_health)
EventBus.health_changed.emit(get_parent(), current_health, max_health)
func _on_damage_requested(attacker: Node, target: Node, amount: float) -> void:
if target != get_parent():
return
var remaining: float = amount
var shield: Node = get_parent().get_node_or_null("Shield")
if shield:
remaining = shield.absorb(remaining)
EventBus.damage_dealt.emit(attacker, get_parent(), amount)
if remaining > 0:
take_damage(remaining, attacker)
func take_damage(amount: float, attacker: Node) -> void:
current_health -= amount
if current_health <= 0:
current_health = 0
EventBus.health_changed.emit(get_parent(), current_health, max_health)
if current_health <= 0:
EventBus.entity_died.emit(get_parent())
func heal(amount: float) -> void:
current_health = min(current_health + amount, max_health)
EventBus.health_changed.emit(get_parent(), current_health, max_health)
func _on_heal_requested(healer: Node, target: Node, amount: float) -> void:
if target == get_parent():
heal(amount)

View File

@@ -1 +0,0 @@
uid://b053b4fkkeaod

View File

@@ -3,38 +3,55 @@ extends Sprite3D
@onready var viewport: SubViewport = $SubViewport @onready var viewport: SubViewport = $SubViewport
@onready var health_bar: ProgressBar = $SubViewport/HealthBar @onready var health_bar: ProgressBar = $SubViewport/HealthBar
@onready var border: ColorRect = $SubViewport/Border @onready var border: ColorRect = $SubViewport/Border
@onready var health: Node = get_parent().get_node("Health")
@onready var parent_node: Node = get_parent() @onready var parent_node: Node = get_parent()
var shield: Node = null
var shield_bar: ProgressBar = null var shield_bar: ProgressBar = null
var style_normal: StyleBoxFlat var style_normal: StyleBoxFlat
var style_aggro: StyleBoxFlat var style_aggro: StyleBoxFlat
func _ready() -> void: func _ready() -> void:
texture = viewport.get_texture() texture = viewport.get_texture()
health_bar.max_value = health.max_health
shield = get_parent().get_node_or_null("Shield")
shield_bar = $SubViewport.get_node_or_null("ShieldBar") shield_bar = $SubViewport.get_node_or_null("ShieldBar")
if shield and shield_bar:
shield_bar.max_value = shield.max_shield
elif shield_bar:
shield_bar.visible = false
border.visible = false border.visible = false
style_normal = health_bar.get_theme_stylebox("fill").duplicate() style_normal = health_bar.get_theme_stylebox("fill").duplicate()
style_aggro = style_normal.duplicate() style_aggro = style_normal.duplicate()
style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1) style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
EventBus.target_changed.connect(_on_target_changed) EventBus.target_changed.connect(_on_target_changed)
EventBus.health_changed.connect(_on_health_changed)
EventBus.shield_changed.connect(_on_shield_changed)
_init_bars()
func _init_bars() -> void:
var max_health: Variant = Stats.get_stat(parent_node, "max_health")
if max_health != null:
health_bar.max_value = max_health
health_bar.value = Stats.get_stat(parent_node, "health")
var max_shield: Variant = Stats.get_stat(parent_node, "max_shield")
if shield_bar:
if max_shield != null and max_shield > 0:
shield_bar.max_value = max_shield
shield_bar.value = Stats.get_stat(parent_node, "shield")
else:
shield_bar.visible = false
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
health_bar.value = health.current_health
if shield and shield_bar:
shield_bar.value = shield.current_shield
var player: Node = get_tree().get_first_node_in_group("player") var player: Node = get_tree().get_first_node_in_group("player")
if player and "target" in parent_node and parent_node.target == player: if player and "target" in parent_node and parent_node.target == player:
health_bar.add_theme_stylebox_override("fill", style_aggro) health_bar.add_theme_stylebox_override("fill", style_aggro)
else: else:
health_bar.add_theme_stylebox_override("fill", style_normal) health_bar.add_theme_stylebox_override("fill", style_normal)
func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
if entity != parent_node:
return
health_bar.max_value = max_val
health_bar.value = current
func _on_shield_changed(entity: Node, current: float, max_val: float) -> void:
if entity != parent_node or shield_bar == null:
return
shield_bar.max_value = max_val
shield_bar.value = current
func _on_target_changed(_player: Node, target: Node) -> void: func _on_target_changed(_player: Node, target: Node) -> void:
border.visible = (target == get_parent()) border.visible = (target == get_parent())

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@@ -1,57 +0,0 @@
extends Node
@export var stats: EntityStats
var max_shield: float
var regen_delay: float
var regen_time: float
var current_shield: float
var regen_timer := 0.0
var base_max_shield: float
func _ready() -> void:
max_shield = stats.max_shield
base_max_shield = max_shield
regen_delay = stats.shield_regen_delay
regen_time = stats.shield_regen_time
current_shield = max_shield
EventBus.role_changed.connect(_on_role_changed)
func _process(delta: float) -> void:
if max_shield <= 0:
return
if current_shield < max_shield:
regen_timer += delta
if regen_timer >= regen_delay:
current_shield += (max_shield / regen_time) * delta
if current_shield >= max_shield:
current_shield = max_shield
EventBus.shield_regenerated.emit(get_parent())
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
func _on_role_changed(_player: Node, _role_type: int) -> void:
if get_parent() != _player:
return
var role: Node = get_parent().get_node_or_null("Role")
if not role:
return
var ability_set: AbilitySet = role.get_ability_set()
if not ability_set:
return
max_shield = base_max_shield
for ability in ability_set.abilities:
if ability and ability.type == Ability.Type.PASSIVE and ability.passive_stat == "shield":
max_shield = base_max_shield * (1.0 + ability.damage / 100.0)
current_shield = min(current_shield, max_shield)
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
func absorb(amount: float) -> float:
if current_shield <= 0:
return amount
regen_timer = 0.0
var absorbed: float = min(amount, current_shield)
current_shield -= absorbed
if current_shield <= 0:
EventBus.shield_broken.emit(get_parent())
EventBus.shield_changed.emit(get_parent(), current_shield, max_shield)
return amount - absorbed

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@@ -1 +0,0 @@
uid://bpfw71oprcvou

View File

@@ -1,44 +0,0 @@
extends Node
@export var spawn_scene: PackedScene
@export var spawn_count := 3
@export var thresholds: Array[float] = [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
var triggered: Array[bool] = []
@onready var parent: Node3D = get_parent()
@onready var health: Node = get_parent().get_node("Health")
func _ready() -> void:
triggered.resize(thresholds.size())
triggered.fill(false)
func _process(_delta: float) -> void:
if not spawn_scene or health.current_health <= 0:
return
var ratio: float = health.current_health / health.max_health
for i in range(thresholds.size()):
if not triggered[i] and ratio <= thresholds[i]:
triggered[i] = true
_spawn()
func _spawn() -> void:
var spawned: Array = []
for j in range(spawn_count):
var entity: Node = spawn_scene.instantiate()
var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
parent.get_parent().add_child(entity)
entity.global_position = parent.global_position + offset
if "spawn_position" in entity:
entity.spawn_position = parent.global_position
if "portal" in entity:
entity.portal = parent
spawned.append(entity)
var player: Node = get_tree().get_first_node_in_group("player")
if player:
var dist: float = parent.global_position.distance_to(player.global_position)
if dist <= 10.0:
for entity in spawned:
if entity.has_method("_engage"):
entity._engage(player)
EventBus.portal_spawn.emit(parent, spawned)

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@@ -1 +0,0 @@
uid://cm2s3xkmuesey

View File

@@ -11,6 +11,6 @@ func _on_entity_died(entity: Node) -> void:
await get_tree().create_timer(2.0).timeout await get_tree().create_timer(2.0).timeout
GameState.dungeon_cleared = true GameState.dungeon_cleared = true
GameState.returning_from_dungeon = false GameState.returning_from_dungeon = false
GameState.clear_player() GameState.clear()
EventBus.dungeon_cleared.emit() EventBus.dungeon_cleared.emit()
get_tree().change_scene_to_file("res://scenes/world.tscn") get_tree().change_scene_to_file("res://scenes/world.tscn")

View File

@@ -2,56 +2,35 @@ extends CharacterBody3D
enum State { IDLE, CHASE, ATTACK, RETURN } enum State { IDLE, CHASE, ATTACK, RETURN }
@export var stats: BaseStats
var state: int = State.IDLE var state: int = State.IDLE
var target: Node3D = null var target: Node3D = null
var spawn_position: Vector3 var spawn_position: Vector3
var portal: Node3D = null var portal: Node3D = null
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var health: Node = $Health
func _ready() -> void: func _ready() -> void:
spawn_position = global_position spawn_position = global_position
add_to_group("enemies") add_to_group("enemies")
Stats.register(self, stats)
EventBus.entity_died.connect(_on_entity_died) EventBus.entity_died.connect(_on_entity_died)
func _exit_tree() -> void:
Stats.deregister(self)
func _on_entity_died(entity: Node) -> void: func _on_entity_died(entity: Node) -> void:
if entity == self: if entity == self:
queue_free() queue_free()
elif entity == target:
target = null
state = State.RETURN
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if not is_on_floor(): if not is_on_floor():
velocity.y -= gravity * delta velocity.y -= gravity * delta
move_and_slide() move_and_slide()
func _engage(new_target: Node3D) -> void:
if state == State.CHASE or state == State.ATTACK:
return
target = new_target
state = State.CHASE
var aggro: Node = get_node_or_null("EnemyAggro")
if aggro:
aggro.add_aggro(new_target, 1.0)
_alert_nearby()
func _alert_nearby() -> void:
var enemies := get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
if enemy != self and is_instance_valid(enemy) and "state" in enemy:
if enemy.state == enemy.State.IDLE:
var dist: float = global_position.distance_to(enemy.global_position)
if dist <= 3.0:
enemy._engage(target)
func _on_detection_area_body_entered(body: Node3D) -> void: func _on_detection_area_body_entered(body: Node3D) -> void:
if body is CharacterBody3D and body.name == "Player": if body is CharacterBody3D and body.name == "Player":
_engage(body) EventBus.enemy_detected.emit(self, body)
EventBus.enemy_engaged.emit(self, body)
func _on_detection_area_body_exited(body: Node3D) -> void: func _on_detection_area_body_exited(_body: Node3D) -> void:
if body == target and state == State.CHASE: pass
state = State.RETURN
target = null

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@@ -1,82 +0,0 @@
extends Node
const AGGRO_DECAY := 1.0
const PORTAL_RADIUS := 10.0
var aggro_table: Dictionary = {}
var seconds_outside := 0.0
@onready var enemy: CharacterBody3D = get_parent()
func _ready() -> void:
EventBus.damage_dealt.connect(_on_damage_dealt)
EventBus.entity_died.connect(_on_entity_died)
EventBus.heal_requested.connect(_on_heal_requested)
func _process(delta: float) -> void:
var outside_portal := false
if enemy.portal and is_instance_valid(enemy.portal):
var dist_to_portal: float = enemy.global_position.distance_to(enemy.portal.global_position)
if dist_to_portal > PORTAL_RADIUS:
outside_portal = true
seconds_outside += delta
else:
seconds_outside = 0.0
for player in aggro_table.keys():
var decay: float = AGGRO_DECAY * delta
if outside_portal:
var bonus_decay: float = aggro_table[player] * 0.01 * pow(2, seconds_outside) * delta
decay += bonus_decay
aggro_table[player] -= decay
# Im Portal-Radius: Aggro bleibt bei mindestens 1
if not outside_portal and enemy.portal and is_instance_valid(player):
var player_dist: float = player.global_position.distance_to(enemy.portal.global_position)
if player_dist <= PORTAL_RADIUS and aggro_table[player] < 1.0:
aggro_table[player] = 1.0
if aggro_table[player] <= 0:
aggro_table.erase(player)
var top_target: Node = _get_top_target()
if top_target and top_target != enemy.target:
enemy.target = top_target
if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN:
enemy.state = enemy.State.CHASE
elif not top_target and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN:
enemy.target = null
enemy.state = enemy.State.RETURN
func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void:
if target != enemy:
return
var multiplier := 1.0
var role: Node = attacker.get_node_or_null("Role")
if role and role.current_role == 0:
multiplier = 2.0
add_aggro(attacker, amount * multiplier)
func _on_heal_requested(healer: Node, _target: Node, amount: float) -> void:
if not healer.is_in_group("player"):
return
if healer in aggro_table:
add_aggro(healer, amount * 0.5)
func _on_entity_died(entity: Node) -> void:
aggro_table.erase(entity)
func add_aggro(player: Node, amount: float) -> void:
if player in aggro_table:
aggro_table[player] += amount
else:
aggro_table[player] = amount
func _get_top_target() -> Node:
var top: Node = null
var top_val := 0.0
for player in aggro_table:
if is_instance_valid(player) and aggro_table[player] > top_val:
top_val = aggro_table[player]
top = player
return top
func has_aggro_on(player: Node) -> bool:
return _get_top_target() == player

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@@ -1 +0,0 @@
uid://bojdohjxr6uef

View File

@@ -1,26 +0,0 @@
extends Node
const ATTACK_RANGE := 2.0
const ATTACK_COOLDOWN := 1.5
const ATTACK_DAMAGE := 5.0
var attack_timer := 0.0
@onready var enemy: CharacterBody3D = get_parent()
func _physics_process(delta: float) -> void:
attack_timer -= delta
if enemy.state != enemy.State.ATTACK:
return
if not is_instance_valid(enemy.target):
enemy.state = enemy.State.RETURN
return
var dist := enemy.global_position.distance_to(enemy.target.global_position)
if dist > ATTACK_RANGE:
enemy.state = enemy.State.CHASE
return
if attack_timer <= 0:
attack_timer = ATTACK_COOLDOWN
EventBus.damage_requested.emit(enemy, enemy.target, ATTACK_DAMAGE)
enemy.velocity.x = 0
enemy.velocity.z = 0

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@@ -1 +0,0 @@
uid://ct4u62xalrjyo

View File

@@ -49,10 +49,14 @@ func _return_to_spawn(delta: float) -> void:
_regenerate(delta) _regenerate(delta)
func _regenerate(delta: float) -> void: func _regenerate(delta: float) -> void:
var health: Node = enemy.get_node("Health") var health: float = Stats.get_stat(enemy, "health")
if health.current_health < health.max_health: var max_health: float = Stats.get_stat(enemy, "max_health")
var rate: float = REGEN_FAST if health.current_health < health.max_health else REGEN_SLOW if health == null or max_health == null:
if health.current_health >= health.max_health * 0.99: return
if health < max_health:
var rate: float = REGEN_FAST
if health >= max_health * 0.99:
rate = REGEN_SLOW rate = REGEN_SLOW
health.current_health = min(health.current_health + health.max_health * rate * delta, health.max_health) health = min(health + max_health * rate * delta, max_health)
EventBus.health_changed.emit(enemy, health.current_health, health.max_health) Stats.set_stat(enemy, "health", health)
EventBus.health_changed.emit(enemy, health, max_health)

View File

@@ -1,20 +1,46 @@
extends Node extends Node
# Intentionen (Input → System)
signal ability_use_requested(player, ability_index)
signal auto_attack_tick(attacker)
signal target_requested(player, target)
signal enemy_detected(enemy, player)
# Ergebnisse (System → Node)
signal combat_state_changed(player, in_combat)
signal enemy_state_changed(enemy, new_state)
signal enemy_target_changed(enemy, target)
# Kampf
signal attack_executed(attacker, position, direction, damage) signal attack_executed(attacker, position, direction, damage)
signal damage_dealt(attacker, target, damage) signal damage_dealt(attacker, target, damage)
signal damage_requested(attacker, target, amount)
signal heal_requested(healer, target, amount)
# Entity
signal entity_died(entity) signal entity_died(entity)
signal health_changed(entity, current, max_val)
signal shield_changed(entity, current, max_val)
signal shield_broken(entity) signal shield_broken(entity)
signal shield_regenerated(entity) signal shield_regenerated(entity)
signal regeneration_changed(entity, current, max_val)
# Spieler
signal target_changed(player, target) signal target_changed(player, target)
signal player_respawned(player) signal player_respawned(player)
signal role_changed(player, role_type) signal role_changed(player, role_type)
signal damage_requested(attacker, target, amount)
signal health_changed(entity, current, max_val)
signal shield_changed(entity, current, max_val)
signal respawn_tick(timer) signal respawn_tick(timer)
signal enemy_engaged(enemy, target)
signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer) signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer)
# Buff
signal buff_changed(entity, stat, value)
# Gegner
signal enemy_engaged(enemy, target)
# Portal
signal portal_spawn(portal, enemies) signal portal_spawn(portal, enemies)
signal heal_requested(healer, target, amount)
signal portal_defeated(portal) signal portal_defeated(portal)
# Dungeon
signal dungeon_cleared() signal dungeon_cleared()

View File

@@ -1,42 +1,20 @@
extends Node extends Node
var player_health: float = -1.0
var player_max_health: float = -1.0
var player_shield: float = -1.0
var player_max_shield: float = -1.0
var player_role: int = 1 var player_role: int = 1
var portal_position: Vector3 = Vector3.ZERO var portal_position: Vector3 = Vector3.ZERO
var returning_from_dungeon := false var returning_from_dungeon := false
var dungeon_cleared := false var dungeon_cleared := false
func save_player(player: Node) -> void: func save_player(player: Node) -> void:
var health: Node = player.get_node("Health")
var shield: Node = player.get_node("Shield")
var role: Node = player.get_node("Role") var role: Node = player.get_node("Role")
player_health = health.current_health
player_max_health = health.max_health
player_shield = shield.current_shield
player_max_shield = shield.max_shield
player_role = role.current_role player_role = role.current_role
func restore_player(player: Node) -> void: func restore_player(player: Node) -> void:
if player_health < 0:
return
var health: Node = player.get_node("Health")
var shield: Node = player.get_node("Shield")
var role: Node = player.get_node("Role") var role: Node = player.get_node("Role")
health.current_health = player_health
shield.current_shield = player_shield
role.set_role(player_role) role.set_role(player_role)
EventBus.health_changed.emit(player, health.current_health, health.max_health)
EventBus.shield_changed.emit(player, shield.current_shield, shield.max_shield)
func clear_player() -> void:
player_health = -1.0
player_shield = -1.0
func clear() -> void: func clear() -> void:
clear_player() Stats.clear_player_cache()
portal_position = Vector3.ZERO portal_position = Vector3.ZERO
returning_from_dungeon = false returning_from_dungeon = false
dungeon_cleared = false dungeon_cleared = false

View File

@@ -1,93 +1,9 @@
extends Node extends Node
const GCD_TIME := 0.5
const AA_COOLDOWN := 0.5
@onready var player: CharacterBody3D = get_parent() @onready var player: CharacterBody3D = get_parent()
@onready var targeting: Node = get_parent().get_node("Targeting")
@onready var role: Node = get_parent().get_node("Role")
var abilities: Array = []
var cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
var max_cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
var gcd_timer := 0.0
var aa_timer := 0.0
func _ready() -> void:
_load_abilities()
EventBus.role_changed.connect(_on_role_changed)
func _process(delta: float) -> void:
if gcd_timer > 0:
gcd_timer -= delta
for i in range(cooldowns.size()):
if cooldowns[i] > 0:
cooldowns[i] -= delta
EventBus.cooldown_tick.emit(cooldowns, max_cooldowns, gcd_timer)
_auto_attack(delta)
func _auto_attack(delta: float) -> void:
aa_timer -= delta
if aa_timer > 0:
return
if not targeting.in_combat or not targeting.current_target:
return
if not is_instance_valid(targeting.current_target):
return
var ability_set: AbilitySet = role.get_ability_set()
if not ability_set:
return
var aa_damage: float = ability_set.aa_damage
var aa_range: float = ability_set.aa_range
var aa_is_heal: bool = ability_set.aa_is_heal
var dmg: float = apply_passive(aa_damage, "heal" if aa_is_heal else "damage")
if aa_is_heal:
EventBus.heal_requested.emit(player, player, dmg)
print("AA Heal: %s an %s" % [dmg, player.name])
else:
var dist := player.global_position.distance_to(targeting.current_target.global_position)
if dist > aa_range:
return
var target_name: String = targeting.current_target.name
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
print("AA: %s Schaden an %s" % [dmg, target_name])
aa_timer = AA_COOLDOWN
func _load_abilities() -> void:
var ability_set: AbilitySet = role.get_ability_set()
if ability_set:
abilities = ability_set.abilities
else:
abilities = []
cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
max_cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
gcd_timer = 0.0
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
for i in range(min(abilities.size(), 5)): for i in range(5):
if event.is_action_pressed("ability_%s" % (i + 1)) and abilities[i]: if event.is_action_pressed("ability_%s" % (i + 1)):
if abilities[i].type == Ability.Type.PASSIVE: EventBus.ability_use_requested.emit(player, i)
return return
if cooldowns[i] > 0:
return
if abilities[i].uses_gcd and gcd_timer > 0:
return
var success: bool = abilities[i].execute(player, targeting)
if not success:
return
var ability_cd: float = abilities[i].cooldown
var gcd_cd: float = GCD_TIME if abilities[i].uses_gcd else 0.0
cooldowns[i] = ability_cd
max_cooldowns[i] = max(ability_cd, gcd_cd)
if abilities[i].uses_gcd:
gcd_timer = GCD_TIME
return
func apply_passive(base: float, stat: String = "damage") -> float:
for ability in abilities:
if ability and ability.type == Ability.Type.PASSIVE and ability.passive_stat == stat:
return base * (1.0 + ability.damage / 100.0)
return base
func _on_role_changed(_player: Node, _role_type: int) -> void:
_load_abilities()

View File

@@ -1,8 +1,5 @@
extends Node extends Node
const SPEED := 5.0
const JUMP_VELOCITY := 4.5
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity") var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var player: CharacterBody3D = get_parent() @onready var player: CharacterBody3D = get_parent()
@@ -11,8 +8,12 @@ func _physics_process(delta: float) -> void:
if not player.is_on_floor(): if not player.is_on_floor():
player.velocity.y -= gravity * delta player.velocity.y -= gravity * delta
var base: BaseStats = Stats.get_base(player)
var speed: float = base.speed if base is PlayerStats else 5.0
var jump_velocity: float = base.jump_velocity if base is PlayerStats else 4.5
if Input.is_action_just_pressed("ui_accept") and player.is_on_floor(): if Input.is_action_just_pressed("ui_accept") and player.is_on_floor():
player.velocity.y = JUMP_VELOCITY player.velocity.y = jump_velocity
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back") var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var camera_pivot := player.get_node("CameraPivot") as Node3D var camera_pivot := player.get_node("CameraPivot") as Node3D
@@ -26,10 +27,10 @@ func _physics_process(delta: float) -> void:
var direction := (forward * -input_dir.y + right * input_dir.x).normalized() var direction := (forward * -input_dir.y + right * input_dir.x).normalized()
if direction: if direction:
player.velocity.x = direction.x * SPEED player.velocity.x = direction.x * speed
player.velocity.z = direction.z * SPEED player.velocity.z = direction.z * speed
else: else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED) player.velocity.x = move_toward(player.velocity.x, 0, speed)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED) player.velocity.z = move_toward(player.velocity.z, 0, speed)
player.move_and_slide() player.move_and_slide()

View File

@@ -1,8 +1,28 @@
extends CharacterBody3D extends CharacterBody3D
@export var stats: BaseStats
func _ready() -> void: func _ready() -> void:
add_to_group("player") add_to_group("player")
Stats.register(self, stats)
var cooldown_system: Node = get_tree().get_first_node_in_group("cooldown_system")
if cooldown_system:
cooldown_system.register(self, 5)
if GameState.returning_from_dungeon: if GameState.returning_from_dungeon:
GameState.restore_player(self) GameState.restore_player(self)
global_position = GameState.portal_position + Vector3(0, 1, -5) global_position = GameState.portal_position + Vector3(0, 1, -5)
GameState.returning_from_dungeon = false GameState.returning_from_dungeon = false
elif GameState.dungeon_cleared:
GameState.clear()
var health: float = Stats.get_stat(self, "health")
var max_health: float = Stats.get_stat(self, "max_health")
var shield: float = Stats.get_stat(self, "shield")
var max_shield: float = Stats.get_stat(self, "max_shield")
EventBus.health_changed.emit(self, health, max_health)
EventBus.shield_changed.emit(self, shield, max_shield)
func _exit_tree() -> void:
Stats.deregister(self)
var cooldown_system: Node = get_tree().get_first_node_in_group("cooldown_system")
if cooldown_system:
cooldown_system.deregister(self)

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@@ -1,46 +0,0 @@
extends Node
const RESPAWN_TIME := 3.0
var respawn_timer := 0.0
var is_dead := false
var spawn_position: Vector3
@onready var player: CharacterBody3D = get_parent()
func _ready() -> void:
spawn_position = Vector3(0, 1, -5)
EventBus.entity_died.connect(_on_entity_died)
func _process(delta: float) -> void:
if is_dead:
respawn_timer -= delta
EventBus.respawn_tick.emit(respawn_timer)
if respawn_timer <= 0:
_respawn()
func _on_entity_died(entity: Node) -> void:
if entity == player and not is_dead:
is_dead = true
respawn_timer = RESPAWN_TIME
player.velocity = Vector3.ZERO
player.get_node("Mesh").visible = false
player.get_node("CollisionShape3D").disabled = true
player.get_node("Movement").set_physics_process(false)
player.get_node("Combat").set_process_unhandled_input(false)
player.get_node("Targeting").set_process_unhandled_input(false)
func _respawn() -> void:
is_dead = false
player.global_position = spawn_position
player.get_node("Mesh").visible = true
player.get_node("CollisionShape3D").disabled = false
player.get_node("Movement").set_physics_process(true)
player.get_node("Combat").set_process_unhandled_input(true)
player.get_node("Targeting").set_process_unhandled_input(true)
var health_node: Node = player.get_node("Health")
var shield_node: Node = player.get_node("Shield")
health_node.current_health = health_node.max_health
shield_node.current_shield = shield_node.max_shield
EventBus.health_changed.emit(player, health_node.current_health, health_node.max_health)
EventBus.shield_changed.emit(player, shield_node.current_shield, shield_node.max_shield)
EventBus.player_respawned.emit(player)

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@@ -1 +0,0 @@
uid://dw3dtax5bx0of

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@@ -1,11 +1,17 @@
extends StaticBody3D extends StaticBody3D
@export var stats: BaseStats
const GATE_SCENE: PackedScene = preload("res://scenes/portal/gate.tscn") const GATE_SCENE: PackedScene = preload("res://scenes/portal/gate.tscn")
func _ready() -> void: func _ready() -> void:
add_to_group("portals") add_to_group("portals")
Stats.register(self, stats)
EventBus.entity_died.connect(_on_entity_died) EventBus.entity_died.connect(_on_entity_died)
func _exit_tree() -> void:
Stats.deregister(self)
func _on_entity_died(entity: Node) -> void: func _on_entity_died(entity: Node) -> void:
if entity != self: if entity != self:
return return

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@@ -1,5 +1,5 @@
extends Resource extends Resource
class_name EntityStats class_name BaseStats
@export var max_health := 100.0 @export var max_health := 100.0
@export var health_regen := 0.0 @export var health_regen := 0.0

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uid://cet184f878lb8

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extends EnemyStats
class_name BossStats

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uid://bio01w2gd5e7q

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extends BaseStats
class_name EnemyStats
@export var speed := 3.0
@export var attack_range := 2.0
@export var attack_cooldown := 1.5
@export var attack_damage := 5.0
@export var regen_fast := 0.10
@export var regen_slow := 0.01
@export var aggro_decay := 1.0
@export var portal_radius := 10.0
@export var alert_radius := 3.0

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uid://bh2uuuvl30y0x

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uid://ij663bdj2cgu

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@@ -0,0 +1,10 @@
extends BaseStats
class_name PlayerStats
@export var speed := 5.0
@export var jump_velocity := 4.5
@export var target_range := 20.0
@export var combat_timeout := 3.0
@export var respawn_time := 3.0
@export var gcd_time := 0.5
@export var aa_cooldown := 0.5

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uid://ypyntbavbsto

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extends BaseStats
class_name PortalStats
@export var spawn_count := 3
@export var thresholds: Array[float] = [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]

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uid://bioid3s5oftxs

53
scripts/stats.gd Normal file
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extends Node
var entities: Dictionary = {}
var player_cache: Dictionary = {}
func register(entity: Node, base: BaseStats) -> void:
if entity.is_in_group("player") and not player_cache.is_empty():
entities[entity] = player_cache.duplicate()
entities[entity]["base_stats"] = base
player_cache.clear()
else:
entities[entity] = {
"base_stats": base,
"health": base.max_health,
"max_health": base.max_health,
"health_regen": base.health_regen,
"shield": base.max_shield,
"max_shield": base.max_shield,
"shield_regen_delay": base.shield_regen_delay,
"shield_regen_time": base.shield_regen_time,
"shield_regen_timer": 0.0,
"alive": true,
"buff_damage": 1.0,
"buff_heal": 1.0,
"buff_shield": 1.0,
}
func deregister(entity: Node) -> void:
if entity.is_in_group("player") and entity in entities:
player_cache = entities[entity].duplicate()
entities.erase(entity)
func clear_player_cache() -> void:
player_cache.clear()
func get_stat(entity: Node, key: String) -> Variant:
if entity in entities:
return entities[entity].get(key)
return null
func set_stat(entity: Node, key: String, value: Variant) -> void:
if entity in entities:
entities[entity][key] = value
func get_base(entity: Node) -> BaseStats:
if entity in entities:
return entities[entity]["base_stats"]
return null
func is_alive(entity: Node) -> bool:
if entity in entities:
return entities[entity]["alive"]
return false

1
scripts/stats.gd.uid Normal file
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uid://cyxmpeib7pcw7

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extends Node
func _ready() -> void:
EventBus.ability_use_requested.connect(_on_ability_use_requested)
func _process(_delta: float) -> void:
var players := get_tree().get_nodes_in_group("player")
for player in players:
if not Stats.is_alive(player):
continue
_try_auto_attack(player)
func _try_auto_attack(player: Node) -> void:
var targeting: Node = player.get_node_or_null("Targeting")
if not targeting or not targeting.in_combat or not targeting.current_target:
return
if not is_instance_valid(targeting.current_target):
return
var cooldown_system: Node = get_node("../CooldownSystem")
if not cooldown_system.is_aa_ready(player):
return
var role: Node = player.get_node("Role")
var ability_set: AbilitySet = role.get_ability_set()
if not ability_set:
return
var aa_damage: float = ability_set.aa_damage
var aa_range: float = ability_set.aa_range
var aa_is_heal: bool = ability_set.aa_is_heal
var dmg: float = _apply_passive(player, aa_damage, "heal" if aa_is_heal else "damage")
if aa_is_heal:
EventBus.heal_requested.emit(player, player, dmg)
else:
var dist: float = player.global_position.distance_to(targeting.current_target.global_position)
if dist > aa_range:
return
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
var base: BaseStats = Stats.get_base(player)
var aa_cd: float = base.aa_cooldown if base is PlayerStats else 0.5
cooldown_system.set_aa_cooldown(player, aa_cd)
func _on_ability_use_requested(player: Node, ability_index: int) -> void:
var role: Node = player.get_node_or_null("Role")
if not role:
return
var ability_set: AbilitySet = role.get_ability_set()
if not ability_set or ability_index >= ability_set.abilities.size():
return
var ability: Ability = ability_set.abilities[ability_index]
if not ability or ability.type == Ability.Type.PASSIVE:
return
var cooldown_system: Node = get_node("../CooldownSystem")
if not cooldown_system.is_ready(player, ability_index):
return
if ability.uses_gcd and not cooldown_system.is_gcd_ready(player):
return
var success: bool = _execute_ability(player, ability)
if not success:
return
var base: BaseStats = Stats.get_base(player)
var gcd_time: float = base.gcd_time if base is PlayerStats else 0.5
var gcd: float = gcd_time if ability.uses_gcd else 0.0
cooldown_system.set_cooldown(player, ability_index, ability.cooldown, gcd)
func _execute_ability(player: Node, ability: Ability) -> bool:
var targeting: Node = player.get_node("Targeting")
var stat: String = "heal" if ability.is_heal else "damage"
var dmg: float = _apply_passive(player, ability.damage, stat)
match ability.type:
Ability.Type.SINGLE:
return _execute_single(player, targeting, ability, dmg)
Ability.Type.AOE:
return _execute_aoe(player, ability, dmg)
Ability.Type.UTILITY:
return _execute_utility(player, ability)
Ability.Type.ULT:
return _execute_ult(player, targeting, ability, dmg)
return false
func _apply_passive(player: Node, base: float, stat: String) -> float:
var mult: Variant = Stats.get_stat(player, "buff_" + stat)
if mult != null:
return base * mult
return base
func _in_range(player: Node, targeting: Node, ability: Ability) -> bool:
if ability.ability_range <= 0 or ability.is_heal:
return true
if not is_instance_valid(targeting.current_target):
return false
var dist: float = player.global_position.distance_to(targeting.current_target.global_position)
return dist <= ability.ability_range
func _execute_single(player: Node, targeting: Node, ability: Ability, dmg: float) -> bool:
if ability.is_heal:
EventBus.heal_requested.emit(player, player, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
if not _in_range(player, targeting, ability):
return false
if not is_instance_valid(targeting.current_target):
return false
EventBus.damage_requested.emit(player, targeting.current_target, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
func _execute_aoe(player: Node, ability: Ability, dmg: float) -> bool:
if ability.is_heal:
EventBus.heal_requested.emit(player, player, dmg)
var players := get_tree().get_nodes_in_group("player")
for p in players:
if p != player and is_instance_valid(p):
var dist: float = player.global_position.distance_to(p.global_position)
if dist <= ability.ability_range:
EventBus.heal_requested.emit(player, p, dmg)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
var hit := false
var enemies := get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist <= ability.ability_range:
EventBus.damage_requested.emit(player, enemy, dmg)
hit = true
if hit:
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return hit
func _execute_utility(player: Node, ability: Ability) -> bool:
var max_shield: float = Stats.get_stat(player, "max_shield")
if max_shield <= 0:
return false
var shield: float = Stats.get_stat(player, "shield")
if ability.damage > 0:
shield = max_shield * (ability.damage / 100.0)
else:
if shield >= max_shield:
return false
shield = max_shield
Stats.set_stat(player, "shield", shield)
EventBus.shield_changed.emit(player, shield, max_shield)
return true
func _execute_ult(player: Node, targeting: Node, ability: Ability, dmg: float) -> bool:
if ability.is_heal:
EventBus.heal_requested.emit(player, player, dmg)
var players := get_tree().get_nodes_in_group("player")
var aoe_range: float = ability.aoe_radius if ability.aoe_radius > 0 else ability.ability_range
for p in players:
if p != player and is_instance_valid(p):
var dist: float = player.global_position.distance_to(p.global_position)
if dist <= aoe_range:
EventBus.heal_requested.emit(player, p, dmg * 0.4)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
return true
if not _in_range(player, targeting, ability):
return false
if not is_instance_valid(targeting.current_target):
return false
var target: Node3D = targeting.current_target
EventBus.damage_requested.emit(player, target, dmg * 5.0)
var aoe_range: float = ability.aoe_radius if ability.aoe_radius > 0 else ability.ability_range
var enemies := get_tree().get_nodes_in_group("enemies")
for enemy in enemies:
if enemy != target and is_instance_valid(enemy):
var enemy_dist: float = target.global_position.distance_to(enemy.global_position)
if enemy_dist <= aoe_range:
EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 5.0)
return true

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uid://h0hts425epc6

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extends Node
var aggro_tables: Dictionary = {}
var seconds_outside: Dictionary = {}
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)
func _process(delta: float) -> void:
for enemy in aggro_tables.keys():
if not is_instance_valid(enemy):
aggro_tables.erase(enemy)
seconds_outside.erase(enemy)
continue
_decay_aggro(enemy, delta)
_update_target(enemy)
func _decay_aggro(enemy: Node, delta: float) -> void:
var table: Dictionary = aggro_tables[enemy]
var base: BaseStats = Stats.get_base(enemy)
var portal_radius: float = base.portal_radius if base is EnemyStats else 10.0
var aggro_decay: float = base.aggro_decay if base is EnemyStats else 1.0
var outside_portal := false
if "portal" in enemy and enemy.portal and is_instance_valid(enemy.portal):
var dist: float = enemy.global_position.distance_to(enemy.portal.global_position)
if dist > portal_radius:
outside_portal = true
seconds_outside[enemy] = seconds_outside.get(enemy, 0.0) + delta
else:
seconds_outside[enemy] = 0.0
for player in table.keys():
var decay: float = aggro_decay * delta
if outside_portal:
var bonus: float = table[player] * 0.01 * pow(2, seconds_outside.get(enemy, 0.0)) * delta
decay += bonus
table[player] -= decay
if not outside_portal and "portal" in enemy and enemy.portal and is_instance_valid(player):
var player_dist: float = player.global_position.distance_to(enemy.portal.global_position)
if player_dist <= portal_radius and table[player] < 1.0:
table[player] = 1.0
if table[player] <= 0:
table.erase(player)
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 _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 _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 _alert_nearby(enemy: Node, target: Node) -> void:
var base: BaseStats = Stats.get_base(enemy)
var alert_radius: float = base.alert_radius if base is EnemyStats else 3.0
var enemies := enemy.get_tree().get_nodes_in_group("enemies")
for other in enemies:
if other != enemy and is_instance_valid(other) and "state" in other:
if other.state == other.State.IDLE:
var dist: float = enemy.global_position.distance_to(other.global_position)
if dist <= alert_radius:
_add_aggro(other, target, 1.0)
other.target = target
other.state = other.State.CHASE
EventBus.enemy_engaged.emit(other, target)
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
_add_aggro(enemy, player, 1.0)
if "state" in enemy:
enemy.target = player
enemy.state = enemy.State.CHASE
EventBus.enemy_engaged.emit(enemy, player)
_alert_nearby(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
var multiplier := 1.0
var role: Node = attacker.get_node_or_null("Role")
if role and role.current_role == 0:
multiplier = 2.0
_add_aggro(target, attacker, amount * multiplier)
func _on_heal_requested(healer: Node, _target: Node, amount: float) -> void:
if not healer.is_in_group("player"):
return
for enemy in aggro_tables:
if is_instance_valid(enemy) and healer in aggro_tables[enemy]:
_add_aggro(enemy, healer, amount * 0.5)
func _on_entity_died(entity: Node) -> void:
aggro_tables.erase(entity)
seconds_outside.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

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uid://cm7ehl2pexcst

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extends Node
func _ready() -> void:
EventBus.role_changed.connect(_on_role_changed)
func _on_role_changed(player: Node, _role_type: int) -> void:
var role: Node = player.get_node_or_null("Role")
if not role:
return
var ability_set: AbilitySet = role.get_ability_set()
if not ability_set:
return
var damage_mult := 1.0
var heal_mult := 1.0
var shield_mult := 1.0
for ability in ability_set.abilities:
if ability and ability.type == Ability.Type.PASSIVE:
var bonus: float = ability.damage / 100.0
match ability.passive_stat:
"damage":
damage_mult = 1.0 + bonus
"heal":
heal_mult = 1.0 + bonus
"shield":
shield_mult = 1.0 + bonus
Stats.set_stat(player, "buff_damage", damage_mult)
Stats.set_stat(player, "buff_heal", heal_mult)
Stats.set_stat(player, "buff_shield", shield_mult)
var base: BaseStats = Stats.get_base(player)
if base:
var new_max: float = base.max_shield * shield_mult
Stats.set_stat(player, "max_shield", new_max)
var shield: float = Stats.get_stat(player, "shield")
shield = min(shield, new_max)
Stats.set_stat(player, "shield", shield)
EventBus.shield_changed.emit(player, shield, new_max)
EventBus.buff_changed.emit(player, "damage", damage_mult)

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uid://da2jm0awq2lnh

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extends Node
var cooldowns: Dictionary = {}
func _ready() -> void:
add_to_group("cooldown_system")
EventBus.role_changed.connect(_on_role_changed)
func register(entity: Node, ability_count: int) -> void:
cooldowns[entity] = {
"cds": [] as Array[float],
"max_cds": [] as Array[float],
"gcd": 0.0,
"aa": 0.0,
}
cooldowns[entity]["cds"].resize(ability_count)
cooldowns[entity]["cds"].fill(0.0)
cooldowns[entity]["max_cds"].resize(ability_count)
cooldowns[entity]["max_cds"].fill(0.0)
func deregister(entity: Node) -> void:
cooldowns.erase(entity)
func _process(delta: float) -> void:
for entity in cooldowns:
if not is_instance_valid(entity):
continue
var data: Dictionary = cooldowns[entity]
if data["gcd"] > 0:
data["gcd"] -= delta
if data["aa"] > 0:
data["aa"] -= delta
var cds: Array = data["cds"]
for i in range(cds.size()):
if cds[i] > 0:
cds[i] -= delta
EventBus.cooldown_tick.emit(cds, data["max_cds"], data["gcd"])
func is_ready(entity: Node, index: int) -> bool:
if entity not in cooldowns:
return false
return cooldowns[entity]["cds"][index] <= 0
func is_gcd_ready(entity: Node) -> bool:
if entity not in cooldowns:
return false
return cooldowns[entity]["gcd"] <= 0
func is_aa_ready(entity: Node) -> bool:
if entity not in cooldowns:
return false
return cooldowns[entity]["aa"] <= 0
func set_cooldown(entity: Node, index: int, cd: float, gcd: float) -> void:
if entity not in cooldowns:
return
var data: Dictionary = cooldowns[entity]
data["cds"][index] = cd
data["max_cds"][index] = max(cd, gcd)
if gcd > 0:
data["gcd"] = gcd
func set_aa_cooldown(entity: Node, cd: float) -> void:
if entity not in cooldowns:
return
cooldowns[entity]["aa"] = cd
func _on_role_changed(player: Node, _role_type: int) -> void:
if player in cooldowns:
var data: Dictionary = cooldowns[player]
data["cds"].fill(0.0)
data["max_cds"].fill(0.0)
data["gcd"] = 0.0

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uid://ddos7mo8rahou

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extends Node

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uid://cbd1bryh0e2dw

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extends Node
var attack_timers: Dictionary = {}
func _physics_process(delta: float) -> void:
for enemy in get_tree().get_nodes_in_group("enemies"):
if not is_instance_valid(enemy) or not Stats.is_alive(enemy):
continue
if enemy.state != enemy.State.ATTACK:
continue
_handle_attack(enemy, delta)
func _handle_attack(enemy: Node, delta: float) -> void:
if enemy not in attack_timers:
attack_timers[enemy] = 0.0
attack_timers[enemy] -= delta
if not is_instance_valid(enemy.target):
enemy.state = enemy.State.RETURN
return
var base: BaseStats = Stats.get_base(enemy)
var attack_range: float = base.attack_range if base is EnemyStats else 2.0
var dist: float = enemy.global_position.distance_to(enemy.target.global_position)
if dist > attack_range:
enemy.state = enemy.State.CHASE
return
if attack_timers[enemy] <= 0:
var attack_cooldown: float = base.attack_cooldown if base is EnemyStats else 1.5
var attack_damage: float = base.attack_damage if base is EnemyStats else 5.0
attack_timers[enemy] = attack_cooldown
EventBus.damage_requested.emit(enemy, enemy.target, attack_damage)
enemy.velocity.x = 0
enemy.velocity.z = 0

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uid://bwhxu5586lc1l

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extends Node
func _ready() -> void:
EventBus.damage_requested.connect(_on_damage_requested)
EventBus.heal_requested.connect(_on_heal_requested)
func _process(delta: float) -> void:
for entity in Stats.entities:
if not is_instance_valid(entity):
continue
var data: Dictionary = Stats.entities[entity]
if not data["alive"]:
continue
var regen: float = data["health_regen"]
if regen > 0 and data["health"] < data["max_health"]:
data["health"] = min(data["health"] + regen * delta, data["max_health"])
EventBus.health_changed.emit(entity, data["health"], data["max_health"])
func _on_damage_requested(attacker: Node, target: Node, amount: float) -> void:
if not Stats.is_alive(target):
return
var remaining: float = amount
var shield_system: Node = get_node_or_null("../ShieldSystem")
if shield_system:
remaining = shield_system.absorb(target, remaining)
EventBus.damage_dealt.emit(attacker, target, amount)
if remaining > 0:
_take_damage(target, remaining)
func _take_damage(entity: Node, amount: float) -> void:
var health: float = Stats.get_stat(entity, "health")
health -= amount
if health <= 0:
health = 0
Stats.set_stat(entity, "health", health)
var max_health: float = Stats.get_stat(entity, "max_health")
EventBus.health_changed.emit(entity, health, max_health)
if health <= 0:
Stats.set_stat(entity, "alive", false)
EventBus.entity_died.emit(entity)
func _on_heal_requested(healer: Node, target: Node, amount: float) -> void:
if not Stats.is_alive(target):
return
var health: float = Stats.get_stat(target, "health")
var max_health: float = Stats.get_stat(target, "max_health")
health = min(health + amount, max_health)
Stats.set_stat(target, "health", health)
EventBus.health_changed.emit(target, health, max_health)

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uid://b3wkn5118dimy

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extends Node
var dead_players: Dictionary = {}
func _ready() -> void:
EventBus.entity_died.connect(_on_entity_died)
func _process(delta: float) -> void:
for player in dead_players.keys():
if not is_instance_valid(player):
dead_players.erase(player)
continue
dead_players[player] -= delta
EventBus.respawn_tick.emit(dead_players[player])
if dead_players[player] <= 0:
_respawn(player)
func _on_entity_died(entity: Node) -> void:
if not entity.is_in_group("player"):
return
if entity in dead_players:
return
var base: BaseStats = Stats.get_base(entity)
var respawn_time: float = base.respawn_time if base is PlayerStats else 3.0
dead_players[entity] = respawn_time
entity.velocity = Vector3.ZERO
entity.get_node("Mesh").visible = false
entity.get_node("CollisionShape3D").disabled = true
entity.get_node("Movement").set_physics_process(false)
entity.get_node("Combat").set_process_unhandled_input(false)
entity.get_node("Targeting").set_process_unhandled_input(false)
func _respawn(player: Node) -> void:
dead_players.erase(player)
player.global_position = Vector3(0, 1, -5)
player.get_node("Mesh").visible = true
player.get_node("CollisionShape3D").disabled = false
player.get_node("Movement").set_physics_process(true)
player.get_node("Combat").set_process_unhandled_input(true)
player.get_node("Targeting").set_process_unhandled_input(true)
var max_health: float = Stats.get_stat(player, "max_health")
var max_shield: float = Stats.get_stat(player, "max_shield")
Stats.set_stat(player, "health", max_health)
Stats.set_stat(player, "shield", max_shield)
Stats.set_stat(player, "alive", true)
EventBus.health_changed.emit(player, max_health, max_health)
EventBus.shield_changed.emit(player, max_shield, max_shield)
EventBus.player_respawned.emit(player)

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extends Node
func _process(delta: float) -> void:
for entity in Stats.entities:
if not is_instance_valid(entity):
continue
var data: Dictionary = Stats.entities[entity]
if not data["alive"]:
continue
var max_shield: float = data["max_shield"]
if max_shield <= 0:
continue
var shield: float = data["shield"]
if shield < max_shield:
data["shield_regen_timer"] += delta
if data["shield_regen_timer"] >= data["shield_regen_delay"]:
var regen_rate: float = max_shield / data["shield_regen_time"]
shield += regen_rate * delta
if shield >= max_shield:
shield = max_shield
EventBus.shield_regenerated.emit(entity)
data["shield"] = shield
EventBus.shield_changed.emit(entity, shield, max_shield)
func absorb(entity: Node, amount: float) -> float:
var shield: float = Stats.get_stat(entity, "shield")
if shield == null or shield <= 0:
return amount
Stats.set_stat(entity, "shield_regen_timer", 0.0)
var absorbed: float = min(amount, shield)
shield -= absorbed
Stats.set_stat(entity, "shield", shield)
var max_shield: float = Stats.get_stat(entity, "max_shield")
if shield <= 0:
EventBus.shield_broken.emit(entity)
EventBus.shield_changed.emit(entity, shield, max_shield)
return amount - absorbed

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extends Node
const ENEMY_SCENE: PackedScene = preload("res://scenes/enemy/enemy.tscn")
var portal_data: Dictionary = {}
func _ready() -> void:
EventBus.health_changed.connect(_on_health_changed)
EventBus.entity_died.connect(_on_entity_died)
func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
if not entity.is_in_group("portals"):
return
if entity not in portal_data:
var base: BaseStats = Stats.get_base(entity)
var thresholds: Array[float] = base.thresholds if base is PortalStats else [0.85, 0.70, 0.55, 0.40, 0.25, 0.10]
var triggered: Array[bool] = []
triggered.resize(thresholds.size())
triggered.fill(false)
portal_data[entity] = { "thresholds": thresholds, "triggered": triggered }
if current <= 0:
return
var data: Dictionary = portal_data[entity]
var ratio: float = current / max_val
var base: BaseStats = Stats.get_base(entity)
var spawn_count: int = base.spawn_count if base is PortalStats else 3
for i in range(data["thresholds"].size()):
if not data["triggered"][i] and ratio <= data["thresholds"][i]:
data["triggered"][i] = true
_spawn_enemies(entity, spawn_count)
func _spawn_enemies(portal: Node, count: int) -> void:
var spawned: Array = []
for j in range(count):
var entity: Node = ENEMY_SCENE.instantiate()
var offset := Vector3(randf_range(-2, 2), 0, randf_range(-2, 2))
portal.get_parent().add_child(entity)
entity.global_position = portal.global_position + offset
entity.spawn_position = portal.global_position
entity.portal = portal
spawned.append(entity)
var player: Node = get_tree().get_first_node_in_group("player")
if player:
var dist: float = portal.global_position.distance_to(player.global_position)
if dist <= 10.0:
for entity in spawned:
EventBus.enemy_detected.emit(entity, player)
EventBus.portal_spawn.emit(portal, spawned)
func _on_entity_died(entity: Node) -> void:
if entity.is_in_group("portals"):
portal_data.erase(entity)

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get_parent().add_child(portal) get_parent().add_child(portal)
portal.global_position = pos portal.global_position = pos
portals.append(portal) portals.append(portal)
print("Portal gespawnt bei: %s" % pos)
func _cleanup_dead() -> void: func _cleanup_dead() -> void:
portals = portals.filter(func(p: Node) -> bool: return is_instance_valid(p)) portals = portals.filter(func(p: Node) -> bool: return is_instance_valid(p))