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