This commit is contained in:
Marek Lenczewski
2026-04-04 00:00:15 +02:00
parent 3488856b91
commit f1d34ebf1d
104 changed files with 1912 additions and 1789 deletions

64
autoloads/boss_stats.gd Normal file
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extends Node
var entities: Dictionary = {}
func register(entity: Node, base: EnemyStats) -> void:
entities[entity] = {
"base": 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,
"state": 0,
"target": null,
"spawn_position": Vector3.ZERO,
"portal": null,
"attack_timer": 0.0,
}
func deregister(entity: Node) -> void:
entities.erase(entity)
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) -> EnemyStats:
if entity in entities:
return entities[entity]["base"]
return null
func is_alive(entity: Node) -> bool:
if entity in entities:
return entities[entity]["alive"]
return false
func set_health(entity: Node, value: float) -> void:
if entity not in entities:
return
entities[entity]["health"] = value
var max_health: float = entities[entity]["max_health"]
EventBus.health_changed.emit(entity, value, max_health)
if value <= 0 and entities[entity]["alive"]:
entities[entity]["alive"] = false
EventBus.entity_died.emit(entity)
func set_shield(entity: Node, value: float) -> void:
if entity not in entities:
return
entities[entity]["shield"] = value
var max_shield: float = entities[entity]["max_shield"]
EventBus.shield_changed.emit(entity, value, max_shield)

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uid://dbr02t7pt4vcn

64
autoloads/enemy_stats.gd Normal file
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extends Node
var entities: Dictionary = {}
func register(entity: Node, base: EnemyStats) -> void:
entities[entity] = {
"base": 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,
"state": 0,
"target": null,
"spawn_position": Vector3.ZERO,
"portal": null,
"attack_timer": 0.0,
}
func deregister(entity: Node) -> void:
entities.erase(entity)
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) -> EnemyStats:
if entity in entities:
return entities[entity]["base"]
return null
func is_alive(entity: Node) -> bool:
if entity in entities:
return entities[entity]["alive"]
return false
func set_health(entity: Node, value: float) -> void:
if entity not in entities:
return
entities[entity]["health"] = value
var max_health: float = entities[entity]["max_health"]
EventBus.health_changed.emit(entity, value, max_health)
if value <= 0 and entities[entity]["alive"]:
entities[entity]["alive"] = false
EventBus.entity_died.emit(entity)
func set_shield(entity: Node, value: float) -> void:
if entity not in entities:
return
entities[entity]["shield"] = value
var max_shield: float = entities[entity]["max_shield"]
EventBus.shield_changed.emit(entity, value, max_shield)

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uid://bvxn6y15tvidu

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@@ -1,8 +1,12 @@
extends Node
# Intentionen (Input → System)
signal ability_use_requested(player, ability_index)
signal ability_use(player, ability_index)
signal role_change_requested(player, role)
signal target_requested(player, target)
signal enemy_detected(enemy, player)
signal enemy_lost(enemy, player)
signal portal_entered(portal, player)
# Kampf
signal attack_executed(attacker, position, direction, damage)
@@ -29,7 +33,6 @@ signal buff_changed(entity, stat, value)
# Gegner
signal enemy_engaged(enemy, target)
signal enemy_lost(enemy, player)
# Portal
signal portal_spawn(portal, enemies)

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@@ -1,20 +0,0 @@
extends Node
var player_role: int = 1
var portal_position: Vector3 = Vector3.ZERO
var returning_from_dungeon := false
var dungeon_cleared := false
func save_player(player: Node) -> void:
var role: Node = player.get_node("Role")
player_role = role.current_role
func restore_player(player: Node) -> void:
var role: Node = player.get_node("Role")
role.set_role(player_role)
func clear() -> void:
Stats.clear_player_cache()
portal_position = Vector3.ZERO
returning_from_dungeon = false
dungeon_cleared = false

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uid://cp2vadwcd12sm

145
autoloads/player_stats.gd Normal file
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extends Node
enum Role { TANK, DAMAGE, HEALER }
# Basis (aus Resource geladen)
var base: PlayerStats
var speed := 5.0
var jump_velocity := 4.5
var target_range := 20.0
var combat_timeout := 3.0
var respawn_time := 3.0
var gcd_time := 0.5
var aa_cooldown := 0.5
# Laufzeit
var health := 100.0
var max_health := 100.0
var health_regen := 0.0
var shield := 0.0
var max_shield := 0.0
var shield_regen_delay := 3.0
var shield_regen_time := 5.0
var shield_regen_timer := 0.0
var alive := true
# Buffs
var buff_damage := 1.0
var buff_heal := 1.0
var buff_shield := 1.0
# Rolle
var current_role: int = Role.DAMAGE
var ability_set: AbilitySet = null
# Kampf
var target: Node3D = null
var in_combat := false
var combat_timer := 0.0
# Cooldowns
var cooldowns: Array[float] = []
var max_cooldowns: Array[float] = []
var gcd := 0.0
var aa_timer := 0.0
# Szenenwechsel
var portal_position := Vector3.ZERO
var returning_from_dungeon := false
var dungeon_cleared := false
# Cache für Szenenwechsel
var _cache: Dictionary = {}
func init_from_resource(res: PlayerStats) -> void:
base = res
speed = res.speed
jump_velocity = res.jump_velocity
target_range = res.target_range
combat_timeout = res.combat_timeout
respawn_time = res.respawn_time
gcd_time = res.gcd_time
aa_cooldown = res.aa_cooldown
if _cache.is_empty():
health = res.max_health
max_health = res.max_health
health_regen = res.health_regen
shield = res.max_shield
max_shield = res.max_shield
shield_regen_delay = res.shield_regen_delay
shield_regen_time = res.shield_regen_time
shield_regen_timer = 0.0
alive = true
buff_damage = 1.0
buff_heal = 1.0
buff_shield = 1.0
else:
_restore_cache()
cooldowns.resize(5)
cooldowns.fill(0.0)
max_cooldowns.resize(5)
max_cooldowns.fill(0.0)
gcd = 0.0
aa_timer = 0.0
func set_health(value: float) -> void:
health = value
EventBus.health_changed.emit(self, health, max_health)
if health <= 0 and alive:
alive = false
EventBus.entity_died.emit(self)
func set_shield(value: float) -> void:
shield = value
EventBus.shield_changed.emit(self, shield, max_shield)
func set_role(role: int) -> void:
current_role = role
EventBus.role_changed.emit(self, current_role)
func set_target(new_target: Node3D) -> void:
target = new_target
EventBus.target_changed.emit(self, target)
func respawn() -> void:
health = max_health
shield = max_shield
alive = true
EventBus.health_changed.emit(self, health, max_health)
EventBus.shield_changed.emit(self, shield, max_shield)
EventBus.player_respawned.emit(self)
func save_cache() -> void:
_cache = {
"health": health,
"max_health": max_health,
"health_regen": health_regen,
"shield": shield,
"max_shield": max_shield,
"shield_regen_delay": shield_regen_delay,
"shield_regen_time": shield_regen_time,
"alive": alive,
"buff_damage": buff_damage,
"buff_heal": buff_heal,
"buff_shield": buff_shield,
}
func clear_cache() -> void:
_cache.clear()
portal_position = Vector3.ZERO
returning_from_dungeon = false
dungeon_cleared = false
func _restore_cache() -> void:
health = _cache.get("health", max_health)
max_health = _cache.get("max_health", max_health)
health_regen = _cache.get("health_regen", 0.0)
shield = _cache.get("shield", 0.0)
max_shield = _cache.get("max_shield", 0.0)
shield_regen_delay = _cache.get("shield_regen_delay", 3.0)
shield_regen_time = _cache.get("shield_regen_time", 5.0)
alive = _cache.get("alive", true)
buff_damage = _cache.get("buff_damage", 1.0)
buff_heal = _cache.get("buff_heal", 1.0)
buff_shield = _cache.get("buff_shield", 1.0)
_cache.clear()

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uid://blmuqkl3aro5w

45
autoloads/portal_stats.gd Normal file
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extends Node
var entities: Dictionary = {}
func register(entity: Node, base: PortalStats) -> void:
var thresholds: Array[float] = base.thresholds.duplicate()
var triggered: Array[bool] = []
triggered.resize(thresholds.size())
triggered.fill(false)
entities[entity] = {
"base": base,
"health": base.max_health,
"max_health": base.max_health,
"alive": true,
"spawn_count": base.spawn_count,
"thresholds": thresholds,
"triggered": triggered,
}
func deregister(entity: Node) -> void:
entities.erase(entity)
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 is_alive(entity: Node) -> bool:
if entity in entities:
return entities[entity]["alive"]
return false
func set_health(entity: Node, value: float) -> void:
if entity not in entities:
return
entities[entity]["health"] = value
var max_health: float = entities[entity]["max_health"]
EventBus.health_changed.emit(entity, value, max_health)
if value <= 0 and entities[entity]["alive"]:
entities[entity]["alive"] = false
EventBus.entity_died.emit(entity)

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uid://doullpjapcsk1

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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

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uid://cyxmpeib7pcw7