update
This commit is contained in:
@@ -5,5 +5,5 @@ extends Node
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func _unhandled_input(event: InputEvent) -> void:
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for i in range(5):
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if event.is_action_pressed("ability_%s" % (i + 1)):
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EventBus.ability_use_requested.emit(player, i)
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EventBus.ability_use.emit(player, i)
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return
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1
scenes/player/ability.gd.uid
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1
scenes/player/ability.gd.uid
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@@ -0,0 +1 @@
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uid://hh5yw7vcjdqr
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@@ -1 +0,0 @@
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uid://d15til6fsxw5b
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12
scenes/player/init.gd
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12
scenes/player/init.gd
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@@ -0,0 +1,12 @@
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extends CharacterBody3D
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@export var stats: PlayerStats
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func _ready() -> void:
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add_to_group("player")
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PlayerData.init_from_resource(stats)
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if PlayerData.returning_from_dungeon:
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global_position = PlayerData.portal_position + Vector3(0, 1, -5)
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PlayerData.returning_from_dungeon = false
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elif PlayerData.dungeon_cleared:
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PlayerData.clear_cache()
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1
scenes/player/init.gd.uid
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1
scenes/player/init.gd.uid
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@@ -0,0 +1 @@
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uid://cx6k5473yxno
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@@ -8,12 +8,8 @@ func _physics_process(delta: float) -> void:
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if not player.is_on_floor():
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player.velocity.y -= gravity * delta
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var base: BaseStats = Stats.get_base(player)
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var speed: float = base.speed if base is PlayerStats else 5.0
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var jump_velocity: float = base.jump_velocity if base is PlayerStats else 4.5
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if Input.is_action_just_pressed("ui_accept") and player.is_on_floor():
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player.velocity.y = jump_velocity
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player.velocity.y = PlayerData.jump_velocity
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var camera_pivot := player.get_node("CameraPivot") as Node3D
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@@ -27,10 +23,10 @@ func _physics_process(delta: float) -> void:
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var direction := (forward * -input_dir.y + right * input_dir.x).normalized()
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if direction:
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player.velocity.x = direction.x * speed
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player.velocity.z = direction.z * speed
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player.velocity.x = direction.x * PlayerData.speed
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player.velocity.z = direction.z * PlayerData.speed
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else:
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player.velocity.x = move_toward(player.velocity.x, 0, speed)
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player.velocity.z = move_toward(player.velocity.z, 0, speed)
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player.velocity.x = move_toward(player.velocity.x, 0, PlayerData.speed)
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player.velocity.z = move_toward(player.velocity.z, 0, PlayerData.speed)
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player.move_and_slide()
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@@ -1,28 +0,0 @@
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extends CharacterBody3D
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@export var stats: BaseStats
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func _ready() -> void:
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add_to_group("player")
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Stats.register(self, stats)
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var cooldown_system: Node = get_tree().get_first_node_in_group("cooldown_system")
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if cooldown_system:
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cooldown_system.register(self, 5)
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if GameState.returning_from_dungeon:
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GameState.restore_player(self)
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global_position = GameState.portal_position + Vector3(0, 1, -5)
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GameState.returning_from_dungeon = false
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elif GameState.dungeon_cleared:
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GameState.clear()
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var health: float = Stats.get_stat(self, "health")
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var max_health: float = Stats.get_stat(self, "max_health")
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var shield: float = Stats.get_stat(self, "shield")
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var max_shield: float = Stats.get_stat(self, "max_shield")
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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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func _exit_tree() -> void:
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Stats.deregister(self)
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var cooldown_system: Node = get_tree().get_first_node_in_group("cooldown_system")
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if cooldown_system:
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cooldown_system.deregister(self)
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@@ -1 +0,0 @@
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uid://bfpt2p7uucfyb
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@@ -1,15 +1,12 @@
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[gd_scene format=3 uid="uid://cdnkbt1f0db7e"]
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[ext_resource type="Script" uid="uid://bfpt2p7uucfyb" path="res://scenes/player/player.gd" id="1"]
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[ext_resource type="Script" uid="uid://cx6k5473yxno" path="res://scenes/player/init.gd" id="1"]
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[ext_resource type="Script" uid="uid://cohjyjge1kqxb" path="res://scenes/player/camera.gd" id="2"]
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[ext_resource type="Script" uid="uid://fg87dh8fbc8" path="res://scenes/player/movement.gd" id="3"]
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[ext_resource type="Script" uid="uid://d15til6fsxw5b" path="res://scenes/player/combat.gd" id="4"]
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[ext_resource type="Script" uid="uid://hh5yw7vcjdqr" path="res://scenes/player/ability.gd" id="4"]
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[ext_resource type="Script" uid="uid://b05nkuryipwny" path="res://scenes/player/targeting.gd" id="8"]
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[ext_resource type="Script" path="res://scenes/player/role/role.gd" id="10"]
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[ext_resource type="Resource" uid="uid://cgxtn7dfs40bh" path="res://scenes/player/role/tank/set.tres" id="11"]
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[ext_resource type="Resource" uid="uid://beodknb6i1pm4" path="res://scenes/player/role/damage/set.tres" id="12"]
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[ext_resource type="Resource" uid="uid://kcwuhnqy34mj" path="res://scenes/player/role/healer/set.tres" id="13"]
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[ext_resource type="Resource" path="res://scenes/player/player_stats.tres" id="14"]
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[ext_resource type="Script" uid="uid://dhomrampxola4" path="res://scenes/player/role/role.gd" id="10"]
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[ext_resource type="Resource" uid="uid://btd0g0oiulssq" path="res://scenes/player/player_stats.tres" id="14"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
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radius = 0.3
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@@ -19,34 +16,31 @@ height = 1.8
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radius = 0.3
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height = 1.8
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[node name="Player" type="CharacterBody3D" unique_id=1350215040]
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[node name="Player" type="CharacterBody3D" unique_id=197716516]
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script = ExtResource("1")
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stats = ExtResource("14")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=33887999]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=311205642]
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shape = SubResource("CapsuleShape3D_1")
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[node name="Mesh" type="MeshInstance3D" parent="." unique_id=1346931672]
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[node name="Mesh" type="MeshInstance3D" parent="." unique_id=1514179122]
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mesh = SubResource("CapsuleMesh_1")
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[node name="CameraPivot" type="Node3D" parent="." unique_id=1292689540]
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[node name="CameraPivot" type="Node3D" parent="." unique_id=1881685457]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
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script = ExtResource("2")
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[node name="Camera3D" type="Camera3D" parent="CameraPivot" unique_id=1225820651]
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[node name="Camera3D" type="Camera3D" parent="CameraPivot" unique_id=2062990383]
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transform = Transform3D(1, 0, 0, 0, 0.966, 0.259, 0, -0.259, 0.966, 0, 2, 5)
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[node name="Movement" type="Node" parent="." unique_id=654979387]
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[node name="Movement" type="Node" parent="." unique_id=811179177]
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script = ExtResource("3")
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[node name="Combat" type="Node" parent="." unique_id=1754235583]
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[node name="Ability" type="Node" parent="." unique_id=1184596245]
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script = ExtResource("4")
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[node name="Targeting" type="Node" parent="." unique_id=592540710]
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[node name="Targeting" type="Node" parent="." unique_id=1974574662]
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script = ExtResource("8")
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[node name="Role" type="Node" parent="." unique_id=134158295]
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[node name="Role" type="Node" parent="." unique_id=1637643687]
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script = ExtResource("10")
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tank_set = ExtResource("11")
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damage_set = ExtResource("12")
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healer_set = ExtResource("13")
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@@ -1,40 +1,14 @@
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extends Node
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enum Role { TANK, DAMAGE, HEALER }
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var current_role: int = Role.DAMAGE
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@export var tank_set: AbilitySet
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@export var damage_set: AbilitySet
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@export var healer_set: AbilitySet
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@onready var player: CharacterBody3D = get_parent()
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func _ready() -> void:
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set_role.call_deferred(current_role)
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EventBus.role_change_requested.emit(player, PlayerData.current_role)
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("class_tank"):
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set_role(Role.TANK)
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EventBus.role_change_requested.emit(player, PlayerData.Role.TANK)
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elif event.is_action_pressed("class_damage"):
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set_role(Role.DAMAGE)
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EventBus.role_change_requested.emit(player, PlayerData.Role.DAMAGE)
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elif event.is_action_pressed("class_healer"):
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set_role(Role.HEALER)
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func set_role(new_role: int) -> void:
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current_role = new_role
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EventBus.role_changed.emit(player, current_role)
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func get_role_icon() -> String:
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match current_role:
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Role.TANK: return "T"
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Role.DAMAGE: return "D"
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Role.HEALER: return "H"
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return ""
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func get_ability_set() -> AbilitySet:
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match current_role:
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Role.TANK: return tank_set
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Role.DAMAGE: return damage_set
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Role.HEALER: return healer_set
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return damage_set
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EventBus.role_change_requested.emit(player, PlayerData.Role.HEALER)
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@@ -1,27 +1,12 @@
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extends Node
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const TARGET_RANGE := 20.0
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const COMBAT_TIMEOUT := 3.0
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var current_target: Node3D = null
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var mouse_press_pos: Vector2 = Vector2.ZERO
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var in_combat := false
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var combat_timer := 0.0
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@onready var player: CharacterBody3D = get_parent()
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@onready var camera: Camera3D = get_parent().get_node("CameraPivot/Camera3D")
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func _ready() -> void:
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EventBus.damage_dealt.connect(_on_damage_dealt)
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.enemy_engaged.connect(_on_enemy_engaged)
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func _process(delta: float) -> void:
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if in_combat:
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combat_timer -= delta
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if combat_timer <= 0:
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in_combat = false
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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@@ -44,71 +29,19 @@ func _try_target_under_mouse(mouse_pos: Vector2) -> void:
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var result := space.intersect_ray(query)
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if result:
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var hit_target := result.collider.get_parent() as Node3D
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set_target(hit_target)
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EventBus.target_requested.emit(player, hit_target)
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else:
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set_target(null)
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EventBus.target_requested.emit(player, null)
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func _cycle_target() -> void:
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var targets := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("portals")
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if targets.is_empty():
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set_target(null)
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EventBus.target_requested.emit(player, null)
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return
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if current_target == null or current_target not in targets:
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set_target(targets[0])
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var current: Node3D = PlayerData.target
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if current == null or current not in targets:
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EventBus.target_requested.emit(player, targets[0])
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return
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var idx := targets.find(current_target)
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var idx := targets.find(current)
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var next_idx := (idx + 1) % targets.size()
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set_target(targets[next_idx])
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func set_target(target: Node3D) -> void:
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current_target = target
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EventBus.target_changed.emit(player, target)
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func _on_enemy_engaged(_enemy: Node, target: Node) -> void:
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if target == player:
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combat_timer = COMBAT_TIMEOUT
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if not in_combat:
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in_combat = true
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if current_target == null:
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_auto_target()
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func _on_damage_dealt(attacker: Node, target: Node, _amount: float) -> void:
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if target == player:
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combat_timer = COMBAT_TIMEOUT
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if not in_combat:
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in_combat = true
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if current_target == null:
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_auto_target()
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elif attacker == player and in_combat:
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combat_timer = COMBAT_TIMEOUT
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func _on_entity_died(entity: Node) -> void:
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if entity == current_target:
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set_target(null)
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if in_combat:
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_auto_target(entity)
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func _auto_target(exclude: Node = null) -> void:
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# Priorität 1: Nächster Gegner
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var enemies := get_tree().get_nodes_in_group("enemies")
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var nearest: Node3D = null
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var nearest_dist: float = INF
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for enemy in enemies:
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if is_instance_valid(enemy) and enemy != exclude:
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var dist: float = player.global_position.distance_to(enemy.global_position)
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if dist < nearest_dist:
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nearest_dist = dist
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nearest = enemy
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if nearest:
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set_target(nearest)
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return
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# Priorität 2: Nächstes Portal
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var portals := get_tree().get_nodes_in_group("portals")
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for p in portals:
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if is_instance_valid(p) and p != exclude:
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var dist: float = player.global_position.distance_to(p.global_position)
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if dist < nearest_dist:
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nearest_dist = dist
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nearest = p
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if nearest:
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set_target(nearest)
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EventBus.target_requested.emit(player, targets[next_idx])
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Reference in New Issue
Block a user