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10 Commits

Author SHA1 Message Date
Marek Lenczewski
f1d34ebf1d update 2026-04-04 00:00:15 +02:00
Marek Le
3488856b91 update 2026-04-02 23:22:51 +02:00
Marek Lenczewski
73af6abeb7 update 2026-04-02 19:30:44 +02:00
Marek Lenczewski
c7e6f8f4b5 update 2026-04-02 18:33:53 +02:00
Marek Lenczewski
47f4fe3d90 update 2026-04-02 16:02:24 +02:00
Marek Lenczewski
e76c66eda6 update 2026-04-01 22:53:28 +02:00
Marek Lenczewski
b236cd52cb udpate 2026-04-01 21:04:55 +02:00
Marek Lenczewski
336124ff83 update 2026-04-01 08:57:55 +02:00
Marek Le
971ffc8da2 update 2026-04-01 05:02:03 +02:00
Marek Lenczewski
04749104a0 update 2026-03-30 22:56:58 +02:00
173 changed files with 3781 additions and 1264 deletions

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@@ -12,53 +12,78 @@ 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
- **Zwischen Szenen**: Kommunikation über EventBus (Autoload). Szenen kennen sich nicht. - **Stats (Model)**: Autoload, zentrale Datenhaltung aller Entity-Attribute. Basiswerte aus Resources.
- **Innerhalb einer Szene**: Modulare Skripte als Child-Nodes, Zugriff auf Geschwister-Nodes erlaubt. - **Systeme (Controller)**: Scene-Nodes in world.tscn/dungeon.tscn, lesen/schreiben über Stats.
- **Gruppen**: "player", "enemies", "portals" - **Szenen (Views)**: Rendern, Input senden, Events empfangen. Kein Gameplay-State.
- **Resources** für statische Konfiguration (Stats, Abilities), **Nodes** für laufenden Zustand - **EventBus (Signals)**: Autoload, Kommunikation zwischen Szenen und Systemen.
- Portale sind keine Gegner — eigene Gruppe "portals", kein State/Aggro/Combat - **Event-Flow**: Szene → Input → EventBus → System → Stats → EventBus → Szene
- **Zwischen Szenen**: Kommunikation über EventBus. Szenen kennen sich nicht.
- **Innerhalb einer Szene**: Zugriff auf Geschwister-Nodes erlaubt.
- **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 (world, player, enemy, portal, hud) Drei Grundordner nach Verantwortung. Resources liegen bei ihren Skripten.
- `scripts/player/` — Spieler-Skripte (player, camera, movement, combat, targeting, role, respawn) - `scenes/` — Darstellung + Input
- `scripts/enemy/` — Gegner-Skripte (enemy, enemy_movement, enemy_combat, enemy_aggro) - `player/` — Spieler + player_stats + role/ (Rollen + Abilities)
- `scripts/portal/` — Portal-Skripte (portal) - `enemy/` — Gegner + enemy_stats + boss/ (Boss + boss_stats)
- `scripts/components/` — Wiederverwendbare Komponenten (health, shield, healthbar, spawner) - `portal/` — Portal + Gate + portal_stats
- `scripts/abilities/` — Ability-System (ability, ability_set) - `dungeon/` — Dungeon + dungeon_manager
- `scripts/resources/` — Resource-Klassen (entity_stats) - `hud/` — HUD
- `resources/stats/` — Stats .tres (player_stats, enemy_stats, portal_stats) - `world/` — Hauptszene + portal_spawner
- `resources/abilities/` — Ability .tres (single_attack, aoe_attack, utility_shield_reset, ult_burst, passive_damage_boost) - `effect_icon_factory.gd` — Shared Utility (Effekt-Icons)
- `resources/ability_sets/` — AbilitySet .tres pro Rolle (tank_set, damage_set, healer_set) - `healthbar*.gd` — Healthbar-Komponenten (health, shield, status, effects)
- `systems/` — Spiellogik
- 12 Systeme (health, shield, ability, auto_attack, cooldown, enemy_ai, respawn, spawn, effect, element, aura, buff_calc)
- `effect.gd` — Effect Resource (Buff/Debuff/Aura Daten)
- `aggro/` — AggroSystem (system, tracker, decay, events) + aggro_config
- `autoloads/` — Globaler Zustand
- event_bus, game_state
- `stats/` — stats + base_stats
## Planungsdokument ## Planungsdokument
`mmo/plan.md` enthält die vollständige Projektstruktur: Szenenbaum, Szenen mit Nodes, Skripte, Components, Stats, Aggro-Regeln, Abilities und Events. Dieses Dokument ist die Wahrheit für den Soll-Zustand. `plan.md` enthält die vollständige Projektstruktur: Szenenbaum, Szenen mit Nodes, Skripte, Components, Stats, Aggro-Regeln, Abilities und Events. Dieses Dokument ist die Wahrheit für den Soll-Zustand.
## Design-Dokumente
Unter `~/Documents/2026/projekte/mmo/` liegen die originalen Design-Docs:
- `story.md` — Gameplay-Loop, Szenarien, Steuerung
- `idden.md` — Alle Ideen, Kernphilosophie, Technik
- `Szenarien.md` — Ressourcenanfragen, Dungeons, Gemeinschaft, Endgame
- `Level 1.md` bis `Level 3.md` — Systeme nach Priorität
## Core Loop ## Core Loop
1. Portal spawnt auf der Karte 1. Portale spawnen dynamisch auf der Karte (PortalSpawner, max 3, 20-40m vom Zentrum)
2. Spieler greift Portal an → Gegner spawnen bei Lebensschwellen (85%/70%/55%/40%/25%/10%) 2. Spieler greift Portal an → Gegner spawnen bei Lebensschwellen (85%/70%/55%/40%/25%/10%)
3. Spieler bekämpft Gegner mit Abilities (Single, AOE, Utility, Ult) + Auto-Attack 3. Spieler bekämpft Gegner mit Abilities (Single, AOE, Utility, Ult) + Auto-Attack
4. Portal bei 0 HP → Phase 2 (geplant: wird Gate zu Dungeon) 4. Portal bei 0 HP → Gate spawnt, Gegner werden entfernt
5. Tod → 3s Respawn am Startpunkt 5. Spieler betritt Gate → Dungeon (separate Szene, 4 Gegnergruppen + Boss)
6. Spieler kann zwischen Welt und Dungeon hin und her (beide Gates aktiv solange Boss lebt)
7. Boss stirbt → 2s Delay → Spieler wird zur Taverne teleportiert, Gates verschwinden
8. Tod → 3s Respawn bei Taverne
## Kampfsystem ## Kampfsystem
- Auto-Attack: 10 Schaden, 1s, automatisch bei anvisiertem Gegner im Kampf - Auto-Attack: Rollenspezifisch (D: 10 Schaden/10m, T: 5 Schaden/3m, H: 1 Heilung/20m), 0.5s CD
- 5 Abilities pro Rolle: Single, AOE, Utility, Ult, Passive - 5 Abilities pro Rolle: Single, AOE, Utility, Ult, Passive — jede Rolle hat eigene Werte
- GCD 0.5s (gilt für 1, 2, 4), Utility ignoriert GCD - GCD 0.5s (gilt für 1, 2, 4), Utility ignoriert GCD
- Cooldown-Overlay in AbilityBar (von oben nach unten) - Heilung: Heiler heilt sich selbst (Singleplayer), is_heal Flag auf Ability
- Passive: Schadens-Boost (D), Schild-Boost (T), Heal-Boost (H) — je 50%, als Aura (50m Radius)
- Targeting: Klick, TAB (cyclet "enemies" + "portals"), Auto-Target (Gegner > Portal) - Targeting: Klick, TAB (cyclet "enemies" + "portals"), Auto-Target (Gegner > Portal)
- Aggro-System: 1:1 Schaden, Tank 2x, verfällt -1/s, exponentiell außerhalb Portal-Radius - Aggro-System: 1:1 Schaden, Tank 2x, Heilung 0.5x, verfällt -1/s, exponentiell außerhalb Portal-Radius
## Rollen ## Rollen
- Tank (T), Schaden (D), Heiler (H) — wechselbar mit ALT+1/2/3 - Tank (T), Schaden (D), Heiler (H) — wechselbar mit ALT+1/2/3
- Aktuell alle gleiche Abilities, später unterschiedlich - Jede Rolle hat eigenes AbilitySet mit unterschiedlichen Werten und Mechaniken
- Jede Rolle hat eigenes AbilitySet (Resource) - Tank: Weniger Schaden, Nahkampf, Schild-Ult (300%), Schild-Passive
- Heiler: Heilt statt schadet (Single, AOE, Ult), Heal-Passive, AOE macht Schaden
## Effekte & Elemente
- **EffectSystem**: Verwaltet Buffs, Debuffs, Auras auf allen Entities. Kein Stacking (gleicher Name → Refresh)
- **Effect Resource**: effect_name, type (BUFF/DEBUFF/AURA), stat, value, duration (-1=permanent), is_multiplier, aura_radius, tick_interval, element
- **Auras**: Passive-Abilities werden als AURA-Effekte erstellt. Propagieren Buffs auf Spieler im aura_radius. Verlässt man Radius → Buff sofort weg
- **ElementSystem**: Verwaltet Elementar-Zustände auf Enemies + Portalen. Aktuell: Feuer (DoT 3/Tick, 2s Interval, 6s)
- **Abilities**: `element` Feld (0=NONE, 1=FIRE). Schadens-Abilities der Damage-Rolle haben element=1 (Feuer)
- **Effekt-Icons**: Auf Healthbars (Enemies, Boss, Portal) und Spieler-HUD. Aura=blau, Buff=grün, Debuff=rot
## Szenenwechsel
- Stats Autoload cached Spieler-Werte automatisch bei Szenenwechsel
- GameState speichert Rolle + Position
- Gate (Eingang): save_player → Dungeon laden
- Gate (Exit): returning_from_dungeon → Welt laden, Spieler bei Gate-Position
- Boss-Tod: dungeon_cleared → Welt laden, Cache geleert, Spieler bei Taverne mit vollen HP
## 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

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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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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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autoloads/event_bus.gd Normal file
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extends Node
# Intentionen (Input → System)
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)
signal damage_dealt(attacker, target, damage)
signal damage_requested(attacker, target, amount)
signal heal_requested(healer, target, amount)
# 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_regenerated(entity)
# Spieler
signal target_changed(player, target)
signal player_respawned(player)
signal role_changed(player, role_type)
signal respawn_tick(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_defeated(portal)
# Dungeon
signal dungeon_cleared()
# Effects
signal effect_requested(target, effect, source)
signal effect_applied(target, effect)
signal effect_expired(target, effect)
# Elements
signal element_damage_dealt(attacker, target, amount, element)
signal element_applied(target, element)
signal element_reaction(target, element_a, element_b, reaction_name)

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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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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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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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# Player
- movement -> position_changed(player, vector) -> movement_system
- attack -> attack_used(player, target) -> attack_system
- ability -> ability_used(player, target) -> ability_system
- role -> changed_role(player, role) -> role_system
- targeting -> target_requested(player, target) -> targeting_system
- camera -> no events
# Enemy
- detection -> player_detected(enemy, player) -> aggro_system
- detection -> player_lost(enemy, player) -> aggro_system
# HUD
- on_health_changed(player, value) -> health
- on_shield_changed(player, value) -> shield
# Systems
- movement_system <- on_position_changed(player, vector)
- attack_system <- attack_used(player, target)
- ability_system <- ability_used(player, target)
- damage_calculator_system ->
- health_system -> damage_dealt(player, damage) -> PlayerStats()
# Autoloads
- PlayerStats -> - health -> on_health_changed(player, value)
- PlayerStats -> - health -> on_health_changed(player, value)

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# Player
- Movement - WASD laufen, Leertaste springen
- Bewegung korrigiert Camera in Laufrichtung
- Camera - 3rd Person, hinter Spieler, bewegung RMB/LMB + ziehen
- Beim ziehen der Kamera bewegt sich der zeiger nicht
- Targeting - Automatisch den nächsten Gegner bei Kampfbegin anvisieren, im Sichtradius priorisieren
- Targetwechsel per Tab oder Mausklick auf den Gegner
- Automatisches Target nur, wenn kein Target anvisiert wird
- Autoattack - Automatische angriffe im Kampf auf das Target
- Tank (1dmg + 1shield, 3m Range, GCD)
- Damage (2dmg, 20m Range, GCD)
- Heal (1 heal auf lowsten player, 20m Range, GCD)
- Role - Wechsel per ALT + 1 (Tank), + 2 (Damage), + 3 (Healer)
- Stats werden beim Wechsel nicht zurückgesetzt (HP, Schild, CDs, ...) sondern der größere genommen
- Ability - Wechsel per 1 (Single), 2 (AOE), 3 (Utility), 4 (Ult)
- Passive (P) ist eine Aura
- Single (2s CD), AOE (5s CD), Utitlty (15s CD), Ult (30s)
- Basis-Tank:
- Single (10dmg+10shield, 3m range)
- AOE (5dmg 10m radius, 5shield for each enemy hitted, 3m range)
- Utility (no function)
- Ult (no function)
- Passive (+50% Shield, 50m range)
- Basis-Damage:
- Single (20dmg, 20m range)
- AOE (10dmg 5m radius, 20m range)
- Utility (no function)
- Ult (no function)
- Passive (+50% damage, 50m range)
- Basis-Heal:
- Single (20heal, 20m range)
- AOE (10heal 20m radius, 20m range)
- Utility (no function)
- Ult (no function)
- Passive (+50% heal, 50m range)
- Basisstats - Health (100), Shield (100)
- Death - Respawn after 3s at tarvern with full hp/shield
- Shield - Used before Health, 10%/s regen after 5s no dmg get
- Aggro - Tank 4x
- Gegner Aggro verteilt sich zu 0.5x an Gegner im 10m range
- Nach 5s ohne schaden bekommen oder verursachen endet der kampf
- Gegner Aggro sinkt um 2^(s) für jede Sekunden aus dem Kampf
# Enemy
- KI-States:
- Chase - Gegner hat Aggro und läuft auf den Spieler
- Attack - Gegner greift Spieler an
- Return - Gegner hat Aggro verloren, zurück zum Spawn mit 10%/s HP reg, kein aggrozuwachs bis beim spawn
# Protal
- Spawn:
# Dungeon
-
# HUD
- Health - Links-oben, grün, hp/max text
- Shield - Links-oben unter Health, blau, shield/max text
- Health und Shield schwarzer Rand zusammen
- Abilities - Unten Zentral, 4 Rechteck mit 1-4 text, 1 Kreis mit P text
- Role - Unten zentral links von Abilites, Kreis mit T/S/H
- Role und Abilites schwarzer Rand
- Role bestimmen Hintergrund von Abilites / Role, T - blau, S - Rot, H - Grün
- Aura, Buff, Debuff - rechts oben, in der Reihenfolge, schwarzer Rand
- Hintergrund Aura - blau, Buff - Gründ, Debuff - Rot
# Welt
- Globaler Cooldown 0.5s

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# Datenflows
## 1. Kampf-Flow (Schaden)
```
Spieler drückt 1-4 Gegner im ATTACK-State
│ │
combat.gd enemy_ai_system.gd
│ │
▼ ▼
ability_use_requested ──► AbilitySystem ◄── _process (Auto-Attack)
damage_requested(attacker, target, amount)
HealthSystem
├── ShieldSystem.absorb() → Schild reduzieren
│ └── shield_changed / shield_broken
├── damage_dealt ──► AggroSystem (Aggro aufbauen)
├── health_changed ──► Healthbar, HUD, SpawnSystem
└── falls HP=0: entity_died
┌───────────┼───────────┐
▼ ▼ ▼
AggroSystem RespawnSystem SpawnSystem
(Tabelle (Spieler: (Portal:
aufräumen) 3s → Taverne) Daten löschen)
```
## 2. Kampf-Flow (Heilung)
```
Heiler drückt 1/2/4 (is_heal) oder Auto-Attack (aa_is_heal)
AbilitySystem
heal_requested(healer, target, amount)
├──► HealthSystem → HP erhöhen → health_changed → HUD
└──► AggroSystem → 0.5x Aggro auf ALLE Gegner die Heiler kennen
```
## 3. Aggro-Flow
```
damage_dealt ──► AggroSystem._on_damage_dealt()
│ Tank-Rolle → 2x Multiplikator
aggro_tables[enemy][player] += amount
heal_requested ──► AggroSystem._on_heal_requested()
│ 0.5x auf ALLE Gegner mit Heiler in Tabelle
aggro_tables[enemy][healer] += amount * 0.5
enemy_detected ──► AggroSystem._on_enemy_detected()
│ +1 Aggro, State → CHASE
└──► _alert_nearby() → Nachbarn im alert_radius auch aktivieren
_process(delta):
├── Aggro decay: -aggro_decay/s
├── Außerhalb Portal-Radius: exponentieller Decay (+1%·2^sekunden)
├── Innerhalb Portal-Radius: Minimum 1.0 Aggro
└── _update_target(): Höchster Aggro-Wert → enemy.target + State
```
## 4. Portal → Dungeon Flow
```
Portal wird angegriffen
health_changed ──► SpawnSystem
│ └── HP-Schwellen (85/70/55/40/25/10%) → Gegner spawnen
│ └── portal_spawn Signal
Portal HP = 0 → entity_died
portal.gd: _on_entity_died()
├── Mesh → grün (Gate-Look)
├── Gegner mit Portal löschen
└── Gate instanzieren an Portal-Position
└── portal_defeated Signal
Spieler betritt Gate
gate.gd: _on_gate_area_body_entered()
├── GameState.save_player() → Rolle speichern
├── Stats.deregister() → player_cache befüllen
└── change_scene → dungeon.tscn
dungeon_manager.gd _ready()
├── Stats.register() → player_cache wiederherstellen
└── GameState.restore_player() → Rolle setzen
```
## 5. Dungeon → Welt Flow
```
Boss stirbt → entity_died
dungeon_manager.gd: _on_entity_died()
├── 2s warten
├── GameState.dungeon_cleared = true
├── GameState.clear() → Stats.clear_player_cache()
├── dungeon_cleared Signal
└── change_scene → world.tscn
Spieler spawnt bei Taverne (0, 1, -5)
volle HP + Schild (durch clear_player_cache)
Exit-Gate (zurück zur Welt ohne Boss-Kill):
├── GameState.returning_from_dungeon = true
└── change_scene → world.tscn
└── Spieler bei portal_position, Stats aus Cache
```
## 6. Rollen-Flow
```
Spieler drückt ALT+1/2/3
role.gd: set_role()
role_changed(player, role_type)
├──► BuffSystem: Passive-Buffs berechnen
│ ├── buff_damage/buff_heal/buff_shield in Stats setzen
│ ├── max_shield anpassen (Tank-Passive)
│ └── buff_changed + shield_changed Signals
└──► CooldownSystem: Alle Cooldowns zurücksetzen
```
## 7. Cooldown-Flow
```
AbilitySystem führt Ability aus
CooldownSystem.set_cooldown(player, index, cd, gcd)
_process(delta): Alle Timer runterzählen
cooldown_tick(cds, max_cds, gcd_timer) ──► HUD (Ability-Icons updaten)
AbilitySystem fragt vor Ausführung:
├── is_ready(player, index) — Ability-CD abgelaufen?
├── is_gcd_ready(player) — GCD abgelaufen?
└── is_aa_ready(player) — Auto-Attack bereit?
```
## 8. Respawn-Flow
```
entity_died (Spieler)
RespawnSystem._on_entity_died()
├── Mesh/Collision/Input deaktivieren
└── dead_players[player] = 3.0s
_process(delta):
├── Timer runterzählen
├── respawn_tick → HUD (Countdown anzeigen)
└── Timer ≤ 0: _respawn()
├── Position → Taverne (0, 1, -5)
├── HP/Schild auf Max
├── Mesh/Collision/Input reaktivieren
├── health_changed + shield_changed
└── player_respawned
```
## Signalübersicht
| Signal | Sender | Empfänger |
|---|---|---|
| `ability_use_requested` | Combat | AbilitySystem |
| `damage_requested` | AbilitySystem, EnemyAI | HealthSystem |
| `heal_requested` | AbilitySystem | HealthSystem, AggroSystem |
| `damage_dealt` | HealthSystem | AggroSystem, Targeting |
| `health_changed` | HealthSystem, RespawnSystem | SpawnSystem, Healthbar, HUD |
| `shield_changed` | ShieldSystem, AbilitySystem, BuffSystem, RespawnSystem | Healthbar, HUD |
| `entity_died` | HealthSystem | AggroSystem, RespawnSystem, SpawnSystem, Targeting, DungeonManager, Portal |
| `role_changed` | Role | BuffSystem, CooldownSystem |
| `enemy_detected` | Enemy (DetectionArea) | AggroSystem |
| `enemy_engaged` | AggroSystem | Targeting |
| `cooldown_tick` | CooldownSystem | HUD |
| `respawn_tick` | RespawnSystem | HUD |
| `dungeon_cleared` | DungeonManager | Gate |
| `portal_defeated` | Portal | — |
| `player_respawned` | RespawnSystem | — |

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# Projektstruktur # Projektstruktur
## Ordnerstruktur
Drei Grundordner nach Verantwortung. Resources liegen bei ihren Skripten.
```
scenes/ — Darstellung + Input
effect_icon_factory.gd — Shared Utility (statisch, Effekt-Icon-Erstellung)
healthbar.gd — Health-Anzeige + Viewport-Setup
healthbar_shield.gd — Shield-Anzeige
healthbar_status.gd — Target-Border + Aggro-Farbwechsel
healthbar_effects.gd — Effekt-Icons auf Healthbar
player/ — Spieler + player_stats
role/ — Rollenwechsel + Ability/AbilitySet-Klassen
damage/ — set.tres + abilities/
tank/ — set.tres + abilities/
healer/ — set.tres + abilities/
enemy/ — Gegner + enemy_stats
boss/ — Boss + boss_stats
portal/ — Portal + Gate + portal_stats
dungeon/ — Dungeon + dungeon_manager
hud/ — HUD (4 Skripte: vitals, respawn, abilities, effects)
world/ — Hauptszene + portal_spawner
systems/ — Spiellogik
aggro/ — AggroSystem (system, tracker, decay, events) + aggro_config
effect.gd — Effect Resource (Buff/Debuff/Aura Daten)
11× *_system.gd — health, shield, ability, auto_attack, cooldown, enemy_ai, respawn, spawn, effect, element, buff_calc
aura_system.gd — Aura-Propagierung (Child von EffectSystem)
autoloads/ — Globaler Zustand
event_bus.gd
game_state.gd
stats/ — stats.gd + base_stats.gd
```
## Szenenbaum ## Szenenbaum
- Welt - Welt
- Systems (12 Systeme als Child-Nodes)
- Taverne
- Player - Player
- Portal - Portale (dynamisch)
- Gegner - Gegner
- HUD - HUD
## Architektur ## Architektur
- Zwischen Szenen: Kommunikation über EventBus (Szenen kennen sich nicht) - Resources (stats/, roles/) — Datenmodelle + Basiswerte, werden später zu Go-Structs + DB
- Innerhalb einer Szene: Modulare Skripte, Zugriff auf Geschwister-Nodes erlaubt - Autoload (Stats) — Laufzeit-Datenhaltung, wird später zu Server-API-Client
- Systeme — Spiellogik, lesen/schreiben über Stats
- Szenen — Views, rendern + Input, kein Gameplay-State
- EventBus — Signale zwischen Szenen und Systemen
- Flow: Szene → Input → EventBus → System → Stats → EventBus → Szene
- Szenen kennen sich nicht
- Innerhalb einer Szene: direkter Zugriff auf Geschwister erlaubt
## Szenen # Autoload
- world.tscn — Hauptszene
- NavigationRegion3D (Wegfindung für Gegner) ## EventBus (autoload/event_bus.gd)
- Boden (MeshInstance3D, 20x20m PlaneMesh, Gras-Noise-Textur) - Intentionen (Input → System):
- ability_use_requested(player, ability_index)
- enemy_detected(enemy, player)
- Kampf:
- attack_executed(attacker, position, direction, damage)
- damage_dealt(attacker, target, damage)
- damage_requested(attacker, target, amount)
- heal_requested(healer, target, amount)
- Entity:
- entity_died(entity)
- health_changed(entity, current, max)
- shield_changed(entity, current, max)
- shield_broken(entity)
- shield_regenerated(entity)
- Spieler:
- target_changed(player, target)
- player_respawned(player)
- role_changed(player, role_type)
- respawn_tick(timer)
- cooldown_tick(cooldowns, max_cooldowns, gcd_timer)
- Buff:
- buff_changed(entity, stat, value)
- Gegner:
- enemy_engaged(enemy, target)
- Portal:
- portal_spawn(portal, enemies)
- portal_defeated(portal)
- Dungeon:
- dungeon_cleared()
- Effects:
- effect_requested(target, effect, source)
- effect_applied(target, effect)
- effect_expired(target, effect)
- Elements:
- element_damage_dealt(attacker, target, amount, element)
- element_applied(target, element)
- element_reaction(target, element_a, element_b, reaction_name)
## Stats (autoload/stats.gd)
- Speichert aktuelle Attribute aller Entities
- Basiswerte aus BaseStats Resource
- player_cache für Szenenwechsel
## GameState (autoload/game_state.gd)
- Speichert Rolle + Position zwischen Szenenwechseln
# Resources
## resources/stats/
### BaseStats (base_stats.gd)
- max_health, health_regen, max_shield, shield_regen_delay, shield_regen_time
### PlayerStats (player_stats.gd, extends BaseStats)
- speed, jump_velocity, target_range, combat_timeout, respawn_time, gcd_time, aa_cooldown
### EnemyStats (enemy_stats.gd, extends BaseStats)
- speed, attack_range, attack_cooldown, attack_damage, regen_fast, regen_slow, aggro_decay, portal_radius, alert_radius
### BossStats (boss_stats.gd, extends EnemyStats)
### PortalStats (portal_stats.gd, extends BaseStats)
- spawn_count, thresholds
## resources/roles/
### Ability (ability.gd)
- ability_name, type, damage, ability_range, cooldown, uses_gcd, aoe_radius, icon, is_heal, passive_stat, element
- Typen: Single, AOE, Utility, Ult, Passive
### AbilitySet (ability_set.gd)
- abilities (Array[Ability]), aa_damage, aa_range, aa_is_heal
### AbilityModifier (geplant, Zukunft)
- Verändert Ability (Beruf, Prestige)
### Rollen-Ordner (damage/, tank/, healer/)
- set.tres — AbilitySet der Rolle
- abilities/ — 5 Ability .tres pro Rolle (single, aoe, utility, ult, passive)
# Systeme (systems/)
- In jeder Root-Szene instanziert (world.tscn, dungeon.tscn)
- Entities registrieren/deregistrieren sich bei Stats
- Systeme lesen/schreiben über Stats
### HealthSystem (health_system.gd)
- Leben und Lebensregeneration berechnen, Tod bei 0 HP
- Listener: damage_requested, heal_requested
- Event: health_changed, entity_died
### ShieldSystem (shield_system.gd)
- Schild und Schildregeneration berechnen
- absorb(entity, amount) → remaining damage
- Event: shield_changed, shield_broken, shield_regenerated
### RespawnSystem (respawn_system.gd)
- Respawn bei Taverne mit vollen Leben und Schild
- Listener: entity_died
- Event: respawn_tick, player_respawned
### AbilitySystem (ability_system.gd)
- Ability-Ausführung (Single, AOE, Utility, Ult)
- Listener: ability_use_requested
- Event: attack_executed, damage_requested, heal_requested
### AutoAttackSystem (auto_attack_system.gd)
- Auto-Attack-Logik, läuft jeden Frame in _process
- Liest CombatState.in_combat + Targeting.current_target
- Event: damage_requested, heal_requested
### EffectSystem (effect_system.gd)
- Verwaltet Buffs, Debuffs und Auras auf Entities
- Effect Resource (effect.gd): effect_name, type (BUFF/DEBUFF/AURA), stat, value, duration, is_multiplier, aura_radius, tick_interval, element
- State: active_effects Dictionary[Node, Array[Dict]] (effect, source, remaining, tick_timer)
- Kein Stacking: gleicher effect_name auf Entity → wird refreshed statt gestackt
- Passive-Abilities werden als AURA-Effekte erstellt (role_changed → permanente Auras)
- _process: Dauer ticken, abgelaufene entfernen, DoT/HoT-Ticks
- Listener: role_changed, entity_died, effect_requested
- Event: effect_applied, effect_expired
- Children:
- AuraSystem (aura_system.gd) — Aura-Propagierung im Radius, Buff-Refresh
- BuffCalcSystem (buff_calc_system.gd) — Multiplier aggregieren → Stats + Shield updaten
- Event: buff_changed, shield_changed
### ElementSystem (element_system.gd)
- Verwaltet Element-Zustände auf Entities und löst Elementareffekte aus
- Element Enum: NONE, FIRE (erweiterbar)
- State: applied_elements Dictionary[Node, int]
- Nur Entities in Gruppen "enemies" oder "portals" erhalten Elemente
- Bei Element-Schaden: Element auf Ziel anwenden, passenden Effekt erstellen
- Feuer: DoT (3 Schaden/Tick, 2s Interval, 6s Dauer)
- Bei zwei verschiedenen Elementen: Reaktion auslösen (Zukunft)
- Listener: element_damage_dealt, entity_died, effect_expired
- Event: element_applied, element_reaction
### CooldownSystem (cooldown_system.gd)
- Cooldown-Tracking, GCD, AA-Timer per Entity
- register/deregister per Entity, direkte Funktionsaufrufe vom AbilitySystem
- Event: cooldown_tick
### AggroSystem (systems/aggro/)
- Systemweite Werte in AggroConfig Resource (resources/stats/aggro_config.tres)
- aggro_system.gd — Parent, Config halten, Children verdrahten
- aggro_tracker.gd — Aggro-Tabellen, Players-in-Range, Zielwahl, Radius-Helper
- aggro_decay.gd — Combat-Timer, Decay-Berechnung, Spread, Alert
- aggro_events.gd — Signal-Handler (damage_dealt, heal_requested, entity_died, enemy_detected, enemy_lost)
- Event: enemy_engaged
### EnemyAISystem (enemy_ai_system.gd)
- ATTACK-State: Range-Check, Timer, Schaden
- Iteriert Enemies in _physics_process
- Event: damage_requested
### SpawnSystem (spawn_system.gd)
- Portal-HP-Schwellen-Spawning
- Listener: health_changed, entity_died
- Event: portal_spawn
# Szenen
- Szenen sind Views — rendern, Input senden, Events empfangen
- Kein Gameplay-State in Szenen (liegt in Stats Autoload)
- Entities registrieren sich bei Stats in _ready(), deregistrieren in _exit_tree()
- Stats cached Spieler-Werte automatisch bei Szenenwechsel (player_cache)
## Welt (world/)
- world.tscn — Hauptszene (100x100m)
- Systems (alle 11 Systeme als Child-Nodes)
- NavigationRegion3D
- Boden (MeshInstance3D, 100x100m PlaneMesh)
- Kollision (StaticBody3D, WorldBoundaryShape3D) - Kollision (StaticBody3D, WorldBoundaryShape3D)
- Licht (DirectionalLight3D, 45°, Schatten) - Licht (DirectionalLight3D, 45°, Schatten)
- Taverne (StaticBody3D, BoxMesh, Mitte der Karte)
- Spieler (Instanz von player.tscn) - Spieler (Instanz von player.tscn)
- Portal (Instanz von portal.tscn)
- HUD (Instanz von hud.tscn) - HUD (Instanz von hud.tscn)
- PortalSpawner (Node, portal_spawner.gd)
- player.tscn — Spieler ## Spieler (player/)
- player.tscn — CharacterBody3D
- Gruppe (player) - Gruppe (player)
- CharacterBody3D (player.gd)
- Kollision (CapsuleShape3D, 1.8m x 0.3m) - Kollision (CapsuleShape3D, 1.8m x 0.3m)
- Mesh (CapsuleMesh) - Mesh (CapsuleMesh)
- CameraPivot (Node3D, Kopfhöhe, camera.gd) - CameraPivot (Node3D, camera.gd)
- Camera3D (hinter/über Spieler) - Camera3D
- Movement (Node, movement.gd) - Movement (Node, movement.gd) — WASD + Springen, liest Werte von Stats
- Combat (Node, combat.gd) - Combat (Node, combat.gd) — Input-Handler, emittiert ability_use_requested
- Role (Node, role.gd) - CombatState (Node, combat_state.gd) — in_combat-Tracking, Combat-Timer
- Targeting (Node, targeting.gd) - Role (Node, role.gd) — Rollenwechsel ALT+1/2/3, emittiert role_changed (auch bei _ready)
- Health (Node, health.gd) - Targeting (Node, targeting.gd) — Klick/TAB/Auto-Target, emittiert target_changed
- Shield (Node, shield.gd) - player.gd — Registriert bei Stats mit PlayerStats Resource, Sichtbarkeit bei Tod/Respawn
- Respawn (Node, respawn.gd) - camera.gd — LMB freies Umsehen, RMB Kamera + Laufrichtung
- hud.tscn — HUD (eigene Szene, kommuniziert nur über Events) ## Gegner (enemy/)
- CanvasLayer (hud.gd) - enemy.tscn — CharacterBody3D
- HealthBar (ProgressBar, links oben) - Gruppe (enemies)
- ShieldBar (ProgressBar, links oben, unter HealthBar) - Kollision (CapsuleShape3D)
- RespawnTimer (Label, mitte, Countdown bei Tod) - Mesh (SphereMesh)
- AbilityBar (HBoxContainer, mitte unten) - HitArea (Area3D)
- RoleIcon (Label, T=Tank, D=Schaden, H=Heiler) - DetectionArea (Area3D, emittiert enemy_detected)
- Abilities(Label, Fähigkeiten 1-4, Passive P) - NavigationAgent3D
- EnemyMovement (Node, enemy_movement.gd) — Empfängt Bewegungsbefehle
- Healthbar (Sprite3D + SubViewport, healthbar.gd) — Health-Anzeige
- HealthbarShield (Node, healthbar_shield.gd) — Shield-Anzeige
- HealthbarStatus (Node, healthbar_status.gd) — Target-Border + Aggro-Farbe
- HealthbarEffects (Node, healthbar_effects.gd) — Effekt-Icons
- enemy.gd — Registriert bei Stats mit EnemyStats Resource, Detection-Area Signal
- Aggro-Regeln (Werte in AggroConfig Resource):
- Aufbau:
- Schaden = Aggro (1:1), Tank 2x Multiplikator
- Heilung = 0.5x Aggro auf alle Gegner die Heiler kennen
- Aggro-Spread: 50% des Aggro an Gegner im alert_radius (10m)
- Detection-Area (10m): +1 Aggro, Alert an Nachbarn im alert_radius
- Kampfstatus:
- Spieler in DetectionArea → immer im Kampf (kein Decay)
- Spieler verlässt DetectionArea → 5s Combat-Timeout, dann Decay
- Schaden verursachen setzt Combat-Timer zurück
- Abbau (nach Combat-Timeout):
- Basis: -aggro_decay/s (default 1.0)
- Exponentieller Decay basierend auf Zeit seit Kampfende (1%·2^sekunden)
- Ohne Aggro: Gegner kehrt zum Portal zurück, regeneriert
- Bei Spieler-Tod → Aggro auf 0
- portal.tscn — Portal (Gegner-Spawner, anvisierbar) ## Boss (enemy/)
- boss.tscn — wie enemy.tscn aber größer (Mesh lila, 1.5x)
- Gruppe (enemies, boss)
- boss.gd — Erbt von enemy.gd, registriert bei Stats mit BossStats Resource
## Portal (portal/)
- portal.tscn — StaticBody3D
- Gruppe (portals) - Gruppe (portals)
- StaticBody3D (portal.gd)
- Kollision (CylinderShape3D) - Kollision (CylinderShape3D)
- Mesh (CylinderMesh, blau) - Mesh (CylinderMesh, blau)
- Health (Node, health.gd) - HitArea (Area3D)
- HitArea (Area3D, Trefferbereich) - DetectionArea (Area3D, Auto-Targeting bei Betreten)
- CollisionShape3D
- Spawner (Node, spawner.gd)
- DetectionArea (Area3D, 10m Radius, Auto-Targeting bei Betreten)
- CollisionShape3D (SphereShape3D)
- Healthbar (Sprite3D + SubViewport, healthbar.gd) - Healthbar (Sprite3D + SubViewport, healthbar.gd)
- Phase 1: Angreifbar, HP-Bar, spawnt 3 Gegner bei 85%/70%/55%/40%/25%/10% Leben - HealthbarShield (Node, healthbar_shield.gd)
- Portal = Spawnpunkt, 10m Aggro-Radius - HealthbarStatus (Node, healthbar_status.gd)
- Phase 2 (geplant): Bei 0 HP → Portal wird Gate, teleportiert in Dungeon - HealthbarEffects (Node, healthbar_effects.gd)
- Abgesperrter Bereich mit Gegner-Gruppen und Boss - portal.gd — Registriert bei Stats mit PortalStats Resource
- Spawnt Gegner bei HP-Schwellen (→ SpawnSystem)
- enemy.tscn — Gegner ## Gate (portal/)
- Gruppe (enemies) - gate.tscn — StaticBody3D (keine Kollision)
- CharacterBody3D (enemy.gd) - Mesh (CylinderMesh, grün, leuchtend)
- Kollision (CapsuleShape3D) - GateArea (Area3D, 3m Radius)
- Mesh (SphereMesh, Platzhalter) - gate.gd — Konfigurierbar: target_scene, is_exit
- Health (Node, health.gd) - Beide Gates bestehen solange Boss lebt, verschwinden bei dungeon_cleared
- Shield (Node, shield.gd)
- HitArea (Area3D, Trefferbereich des Gegners)
- CollisionShape3D (CapsuleShape3D)
- DetectionArea (Area3D, Erkennungsradius)
- CollisionShape3D (SphereShape3D)
- NavigationAgent3D (Wegfindung)
- EnemyMovement (Node, enemy_movement.gd)
- EnemyCombat (Node, enemy_combat.gd)
- EnemyAggro (Node, enemy_aggro.gd)
- Healthbar (Sprite3D + SubViewport, über dem Gegner, healthbar.gd)
- SubViewport
- Border (ColorRect, gelb, sichtbar bei Anvisierung)
- HealthBar (ProgressBar, grün)
- ShieldBar (ProgressBar, blau)
## Skripte ## Dungeon (dungeon/)
- player.gd — Kern, verbindet Komponenten - dungeon.tscn — Geschlossener Raum (15x90m, Wände, dunkles Licht)
- camera.gd — LMB freies Umsehen, RMB Kamera + Laufrichtung anpassen - Systems (alle 12 Systeme, temporär bis Welt parallel läuft)
- movement.gd — Bewegung (WASD relativ zur Kamera), Springen, Schwerkraft - NavigationRegion3D
- combat.gd — Führt Abilities aus, verwaltet Cooldowns (GCD 0.5s), Auto-Attack (10 Schaden, 1s, 20m) - Boden, 4 Wände (StaticBody3D + BoxMesh, 3m hoch)
- targeting.gd — Klick/TAB anvisieren (Gruppen "enemies" + "portals"), Kampfmodus bei Gegner-Angriff, Auto-Targeting (Gegner > Portal) - Spieler (Instanz von player.tscn)
- event_bus.gd — Autoload-Singleton, globale Signals - HUD (Instanz von hud.tscn)
- role.gd — Rollenwechsel ALT+1 bis ALT+3 (Tank/Schaden/Heiler), tauscht AbilitySet - Gegnergruppen (4x4 Gegner)
- respawn.gd — Bei Tod: Spieler deaktivieren, 3s Timer, Respawn am Startpunkt, Leben/Schild voll - Boss (Instanz von boss.tscn)
- hud.gd — Reagiert auf Events, aktualisiert HealthBar/ShieldBar/AbilityBar/RespawnTimer - Exit-Gate (Instanz von gate.tscn, is_exit=true)
- portal.gd — Portal-Kern, Gruppe "portals", stirbt bei 0 HP, kein Kampf/Aggro/State - DungeonManager (Node, dungeon_manager.gd)
- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), alarmiert Gegner in 3m, Gruppe "enemies" - Eigene Systems bis Welt parallel läuft (geplant: Reparenting)
- enemy_movement.gd — Navigation zum Ziel/Spawnpunkt
- enemy_combat.gd — Angriff über Event (damage_requested)
- enemy_aggro.gd — Aggro-Tabelle (Spieler → Wert), wählt Ziel mit höchstem Aggro
## Components (scripts/components/, wiederverwendbar) ## HUD (hud/)
- health.gd — Leben, Regeneration, Tod bei 0 (liest Base-Werte aus EntityStats) - hud.tscn — CanvasLayer (kein Root-Skript)
- shield.gd — Schild, Regeneration nach Delay (liest Base-Werte aus EntityStats) - HealthBar (ProgressBar, Label)
- healthbar.gd — Liest Health/Shield (optional) vom Parent, gelber Rand bei Anvisierung, blauer Lebensbalken wenn Spieler Ziel ist (nur bei Gegnern) - ShieldBar (ProgressBar, Label)
- spawner.gd — Spawnt Entities bei Lebensschwellen, engagt Spieler im Portal-Radius sofort - RespawnTimer (Label, Countdown bei Tod)
- AbilityBar (HBoxContainer, RoleIcon + Abilities 1-4 + Passive)
- HudVitals (Node, hud_vitals.gd) — HP/Shield-Bars
- HudRespawn (Node, hud_respawn.gd) — Respawn-Timer
- HudAbilities (Node, hud_abilities.gd) — Ability-Bar + Cooldowns + Rollen-Icon
- HudEffects (Node, hud_effects.gd) — Effekt-Icons (nutzt EffectIconFactory)
## Stats (Resources) # Abilities (Werte)
- entity_stats.gd (Resource) — max_health, health_regen, max_shield, shield_regen_delay, shield_regen_time
- player_stats.tres — health=100, regen=1/s, shield=50, delay=3s, regen_time=5s
- enemy_stats.tres — health=100, regen=0, shield=50, delay=3s, regen_time=5s
- portal_stats.tres — health=500, regen=0, shield=0
## Aggro
- Schaden = Aggro (1:1)
- Heilung = Aggro (0.5x)
- Tank = Aggro-Multiplikator (2x)
- Aggro verfällt -1/s
- Spieler im Portal-Radius: Aggro bleibt bei mindestens 1
- Außerhalb 10m Portal-Radius: Aggro verfällt 1% * 2 je s (1%, 2%, 4%, 8%, ...)
- Ohne Aggro: Gegner kehrt zum Portal zurück, regeneriert 10% Leben/s bis 100%, dann 1%/s
- Bei Spieler-Tod → Aggro auf 0
## Abilities (Resources)
- ability.gd (Resource) — name, type, damage, range, cooldown, uses_gcd, execute()
- ability_set.gd (Resource) — Set von 5 Abilities pro Klasse
- ability_modifier.gd (Resource) — Verändert Ability (Element, Beruf, Prestige)
- Typen: Single, AOE, Utility, Ult, Passive
- Auto-Attack: 10 Schaden, 1s, automatisch bei anvisiertem Gegner im Kampf
- Schadens-Klasse: - Schadens-Klasse:
- 1 Single: 30 Schaden, 20m Range, 1s CD, GCD - AA: 10 Schaden, 10m
- 1 Single: 30 Schaden, 20m Range, 2s CD, GCD
- 2 AOE: 20 Schaden, 5m Range, 3s CD, GCD - 2 AOE: 20 Schaden, 5m Range, 3s CD, GCD
- 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD - 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD
- 4 Ult: 5x Single (50 Schaden) + 2x AOE 3m (20 Schaden), 20m Range, 15s CD, GCD - 4 Ult: 5x Single (50 Schaden) + 2x AOE 3m (20 Schaden), 20m Range, 15s CD, GCD
- 5 Passive: 50% mehr Schaden (permanent aktiv, kein CD) - 5 Passive: 50% mehr Schaden Aura, 50m (permanent aktiv, kein CD)
- Jede Rolle hat ein eigenes AbilitySet - Tank-Klasse:
- Beim Rollenwechsel wird das AbilitySet getauscht - AA: 5 Schaden, 3m
- Elemente und Modifikatoren verändern Abilities nachträglich - 1 Single: 15 Schaden, 3m Range, 2s CD, GCD
- 2 AOE: 10 Schaden, 10m Range, 3s CD, GCD
- 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD
- 4 Ult: Schild 300%, 20s CD, GCD
- 5 Passive: 50% mehr Schild Aura, 50m (permanent aktiv, kein CD)
- Heiler-Klasse:
- AA: 1 Heilung, 20m
- 1 Single: 15 Heilung, 20m Range, 2s CD, GCD
- 2 AOE: 10 Heilung, 20m Range, 3s CD, GCD
- 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD
- 4 Ult: 25 Heal Single + 10 AOE Heal 3m radius, 20m Range, 15s CD, GCD
- 5 Passive: 50% mehr Heal Aura, 50m (permanent aktiv, kein CD)
---
## Events
- attack_executed(attacker, position, direction, damage) — Angriff wurde ausgeführt
- damage_dealt(attacker, target, damage) — Schaden wurde verteilt
- damage_requested(attacker, target, amount) — Schaden zwischen Szenen anfordern
- entity_died(entity) — Entity ist gestorben
- shield_broken(entity) — Schild ist auf 0 gefallen
- shield_regenerated(entity) — Schild ist wieder voll
- target_changed(player, target) — Spieler hat neues Ziel anvisiert
- player_respawned(player) — Spieler ist respawnt
- role_changed(player, role_type) — Spieler hat Rolle gewechselt
- health_changed(entity, current, max) — Leben hat sich verändert
- shield_changed(entity, current, max) — Schild hat sich verändert
- respawn_tick(timer) — Respawn-Countdown Update
- enemy_engaged(enemy, target) — Gegner hat Spieler anvisiert
- cooldown_tick(cooldowns, max_cooldowns, gcd_timer) — Cooldown-Update für HUD
- portal_spawn(portal, enemies) — Portal hat Gegner gespawnt

72
plan2.md Normal file
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# Kommunikation
## Datenfluss
```
Szene → Event → System → Autoload → Event → Szene/HUD
```
## Autoloads
- PlayerStats — Spieler-Daten (HP, Shield, Rolle, Target, Cooldowns, Position)
- EnemyStats — Enemy-Daten pro Node (HP, Shield, State, Target)
- BossStats — Boss-Daten pro Node (wie Enemy, andere Basiswerte)
- PortalStats — Portal-Daten pro Node (HP, Thresholds)
- EventBus — Signale
## Player
Scripts: init, movement, targeting, role, camera, ability
Events out:
- ability_use(player, ability_index)
- role_change_requested(player, role)
- target_requested(player, target)
## Enemy
Scripts: init, detection
Events out:
- enemy_detected(enemy, player)
- enemy_lost(enemy, player)
## Boss
Scripts: init, detection (erbt von Enemy)
Events out: wie Enemy
## Portal
Scripts: init
Events out:
- portal_entered(portal, player)
## Gate
Scripts: gate
Liest: PlayerStats (Szenenwechsel)
## Dungeon
Scripts: dungeon_manager
Hört: BossStats.died
## HUD
Scripts: hud_vitals, hud_respawn, hud_abilities, hud_effects
Hört: PlayerStats Events (health_changed, shield_changed, died, respawned, role_changed, cooldown_tick)
## Healthbar
Scripts: healthbar, healthbar_shield, healthbar_status, healthbar_effects
Hört: health_changed(entity), shield_changed(entity), target_changed, effect_applied/expired
## Systems → wer hört was, wer schreibt wohin
| System | Hört | Schreibt |
|--------|------|----------|
| role_system | role_change_requested | PlayerStats |
| ability_system | ability_use | → damage_system/heal_system |
| damage_system | (von ability, attack, ai, debuff) | PlayerStats/EnemyStats/BossStats/PortalStats |
| heal_system | (von ability, buff) | PlayerStats/EnemyStats/BossStats |
| attack_system | _process | → damage_system/heal_system |
| shield_system | _process | PlayerStats/EnemyStats/BossStats |
| cooldown_system | _process | PlayerStats |
| respawn_system | PlayerStats.died | PlayerStats |
| targeting_system | target_requested, entity_died | PlayerStats |
| aggro_system | damage_dealt, enemy_detected/lost, entity_died | EnemyStats/BossStats |
| aura_system | _process | → buff_system |
| buff_system | effect_requested | PlayerStats |
| debuff_system | effect_requested | → damage_system |
| spawn_system | health_changed (Portal) | EnemyStats |
| ai_system | _process | EnemyStats/BossStats, → damage_system |
| element_system | element_damage_dealt | → debuff_system |

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@@ -11,13 +11,21 @@ config_version=5
[application] [application]
config/name="mmo" config/name="mmo"
run/main_scene="res://scenes/world.tscn" run/main_scene="res://scenes/world/world.tscn"
config/features=PackedStringArray("4.6", "Forward Plus") config/features=PackedStringArray("4.6", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
[autoload] [autoload]
EventBus="*res://scripts/event_bus.gd" EventBus="*res://autoloads/event_bus.gd"
PlayerData="*res://autoloads/player_stats.gd"
EnemyData="*res://autoloads/enemy_stats.gd"
BossData="*res://autoloads/boss_stats.gd"
PortalData="*res://autoloads/portal_stats.gd"
[dotnet]
project/assembly_name="mmo"
[input] [input]

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@@ -1,13 +0,0 @@
[gd_resource type="Resource" script_class="AbilitySet" format=3 uid="uid://beodknb6i1pm4"]
[ext_resource type="Script" uid="uid://voedgs25cwrb" path="res://scripts/abilities/ability_set.gd" id="1"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1_ability"]
[ext_resource type="Resource" path="res://resources/abilities/single_attack.tres" id="2"]
[ext_resource type="Resource" path="res://resources/abilities/aoe_attack.tres" id="3"]
[ext_resource type="Resource" path="res://resources/abilities/utility_shield_reset.tres" id="4"]
[ext_resource type="Resource" path="res://resources/abilities/ult_burst.tres" id="5"]
[ext_resource type="Resource" path="res://resources/abilities/passive_damage_boost.tres" id="6"]
[resource]
script = ExtResource("1")
abilities = Array[ExtResource("1_ability")]([ExtResource("2"), ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])

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@@ -1,13 +0,0 @@
[gd_resource type="Resource" script_class="AbilitySet" format=3 uid="uid://kcwuhnqy34mj"]
[ext_resource type="Script" uid="uid://voedgs25cwrb" path="res://scripts/abilities/ability_set.gd" id="1"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1_ability"]
[ext_resource type="Resource" path="res://resources/abilities/single_attack.tres" id="2"]
[ext_resource type="Resource" path="res://resources/abilities/aoe_attack.tres" id="3"]
[ext_resource type="Resource" path="res://resources/abilities/utility_shield_reset.tres" id="4"]
[ext_resource type="Resource" path="res://resources/abilities/ult_burst.tres" id="5"]
[ext_resource type="Resource" path="res://resources/abilities/passive_damage_boost.tres" id="6"]
[resource]
script = ExtResource("1")
abilities = Array[ExtResource("1_ability")]([ExtResource("2"), ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])

View File

@@ -1,13 +0,0 @@
[gd_resource type="Resource" script_class="AbilitySet" format=3 uid="uid://cgxtn7dfs40bh"]
[ext_resource type="Script" uid="uid://voedgs25cwrb" path="res://scripts/abilities/ability_set.gd" id="1"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1_ability"]
[ext_resource type="Resource" path="res://resources/abilities/single_attack.tres" id="2"]
[ext_resource type="Resource" path="res://resources/abilities/aoe_attack.tres" id="3"]
[ext_resource type="Resource" path="res://resources/abilities/utility_shield_reset.tres" id="4"]
[ext_resource type="Resource" path="res://resources/abilities/ult_burst.tres" id="5"]
[ext_resource type="Resource" path="res://resources/abilities/passive_damage_boost.tres" id="6"]
[resource]
script = ExtResource("1")
abilities = Array[ExtResource("1_ability")]([ExtResource("2"), ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])

View File

@@ -1,11 +0,0 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"]
[resource]
script = ExtResource("1")
max_health = 100.0
health_regen = 0.0
max_shield = 50.0
shield_regen_delay = 3.0
shield_regen_time = 5.0

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@@ -1,11 +0,0 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"]
[resource]
script = ExtResource("1")
max_health = 100.0
health_regen = 1.0
max_shield = 50.0
shield_regen_delay = 3.0
shield_regen_time = 5.0

View File

@@ -1,9 +0,0 @@
[gd_resource type="Resource" script_class="EntityStats" load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/resources/entity_stats.gd" id="1"]
[resource]
script = ExtResource("1")
max_health = 500.0
health_regen = 0.0
max_shield = 0.0

254
scenes/dungeon/dungeon.tscn Normal file
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[gd_scene format=3]
[ext_resource type="PackedScene" path="res://scenes/player/player.tscn" id="player"]
[ext_resource type="PackedScene" path="res://scenes/hud/hud.tscn" id="hud"]
[ext_resource type="PackedScene" path="res://scenes/enemy/enemy.tscn" id="enemy"]
[ext_resource type="Resource" path="res://scenes/enemy/boss_stats.tres" id="boss_stats"]
[ext_resource type="Script" path="res://systems/dungeon_system.gd" id="dungeon_system"]
[ext_resource type="PackedScene" path="res://scenes/portal/gate.tscn" id="gate"]
[ext_resource type="Script" path="res://systems/damage_system.gd" id="damage_system"]
[ext_resource type="Script" path="res://systems/health_system.gd" id="health_system"]
[ext_resource type="Script" path="res://systems/heal_system.gd" id="heal_system"]
[ext_resource type="Script" path="res://systems/shield_system.gd" id="shield_system"]
[ext_resource type="Script" path="res://systems/role_system.gd" id="role_system"]
[ext_resource type="Script" path="res://systems/ability_system.gd" id="ability_system"]
[ext_resource type="Script" path="res://systems/attack_system.gd" id="attack_system"]
[ext_resource type="Script" path="res://systems/cooldown_system.gd" id="cooldown_system"]
[ext_resource type="Script" path="res://systems/targeting_system.gd" id="targeting_system"]
[ext_resource type="Script" path="res://systems/aggro/aggro_system.gd" id="aggro_system"]
[ext_resource type="Script" path="res://systems/aggro/aggro_tracker.gd" id="aggro_tracker"]
[ext_resource type="Script" path="res://systems/aggro/aggro_decay.gd" id="aggro_decay"]
[ext_resource type="Script" path="res://systems/aggro/aggro_events.gd" id="aggro_events"]
[ext_resource type="Script" path="res://systems/ai_system.gd" id="ai_system"]
[ext_resource type="Script" path="res://systems/respawn_system.gd" id="respawn_system"]
[ext_resource type="Script" path="res://systems/spawn_system.gd" id="spawn_system"]
[ext_resource type="Script" path="res://systems/aura_system.gd" id="aura_system"]
[ext_resource type="Script" path="res://systems/buff_system.gd" id="buff_system"]
[ext_resource type="Script" path="res://systems/debuff_system.gd" id="debuff_system"]
[ext_resource type="Script" path="res://systems/element_system.gd" id="element_system"]
[ext_resource type="Script" path="res://systems/hud_system.gd" id="hud_system"]
[ext_resource type="Script" path="res://systems/nameplate_system.gd" id="nameplate_system"]
[ext_resource type="Resource" uid="uid://cgxtn7dfs40bh" path="res://scenes/player/role/tank/set.tres" id="tank_set"]
[ext_resource type="Resource" uid="uid://beodknb6i1pm4" path="res://scenes/player/role/damage/set.tres" id="damage_set"]
[ext_resource type="Resource" uid="uid://kcwuhnqy34mj" path="res://scenes/player/role/healer/set.tres" id="healer_set"]
[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)
polygons = [PackedInt32Array(3, 2, 0), PackedInt32Array(0, 2, 1)]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_floor"]
albedo_color = Color(0.2, 0.18, 0.15, 1)
[sub_resource type="PlaneMesh" id="PlaneMesh_1"]
material = SubResource("StandardMaterial3D_floor")
size = Vector2(15, 90)
[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_1"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wall"]
albedo_color = Color(0.25, 0.22, 0.2, 1)
[sub_resource type="BoxMesh" id="BoxMesh_north_south"]
material = SubResource("StandardMaterial3D_wall")
size = Vector3(15, 3, 0.5)
[sub_resource type="BoxShape3D" id="BoxShape3D_north_south"]
size = Vector3(15, 3, 0.5)
[sub_resource type="BoxMesh" id="BoxMesh_east_west"]
material = SubResource("StandardMaterial3D_wall")
size = Vector3(0.5, 3, 90)
[sub_resource type="BoxShape3D" id="BoxShape3D_east_west"]
size = Vector3(0.5, 3, 90)
[node name="Dungeon" type="Node3D"]
[node name="Systems" type="Node" parent="."]
[node name="HealthSystem" type="Node" parent="Systems"]
script = ExtResource("health_system")
[node name="DamageSystem" type="Node" parent="Systems"]
script = ExtResource("damage_system")
[node name="HealSystem" type="Node" parent="Systems"]
script = ExtResource("heal_system")
[node name="ShieldSystem" type="Node" parent="Systems"]
script = ExtResource("shield_system")
[node name="RoleSystem" type="Node" parent="Systems"]
script = ExtResource("role_system")
tank_set = ExtResource("tank_set")
damage_set = ExtResource("damage_set")
healer_set = ExtResource("healer_set")
[node name="AbilitySystem" type="Node" parent="Systems"]
script = ExtResource("ability_system")
[node name="AttackSystem" type="Node" parent="Systems"]
script = ExtResource("attack_system")
[node name="CooldownSystem" type="Node" parent="Systems"]
script = ExtResource("cooldown_system")
[node name="TargetingSystem" type="Node" parent="Systems"]
script = ExtResource("targeting_system")
[node name="AggroSystem" type="Node" parent="Systems"]
script = ExtResource("aggro_system")
[node name="AggroTracker" type="Node" parent="Systems/AggroSystem"]
script = ExtResource("aggro_tracker")
[node name="AggroDecay" type="Node" parent="Systems/AggroSystem"]
script = ExtResource("aggro_decay")
[node name="AggroEvents" type="Node" parent="Systems/AggroSystem"]
script = ExtResource("aggro_events")
[node name="AISystem" type="Node" parent="Systems"]
script = ExtResource("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="AuraSystem" type="Node" parent="Systems"]
script = ExtResource("aura_system")
[node name="BuffSystem" type="Node" parent="Systems"]
script = ExtResource("buff_system")
[node name="DebuffSystem" type="Node" parent="Systems"]
script = ExtResource("debuff_system")
[node name="ElementSystem" type="Node" parent="Systems"]
script = ExtResource("element_system")
[node name="HudSystem" type="Node" parent="Systems"]
script = ExtResource("hud_system")
[node name="NameplateSystem" type="Node" parent="Systems"]
script = ExtResource("nameplate_system")
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="."]
navigation_mesh = SubResource("NavigationMesh_1")
[node name="Boden" type="MeshInstance3D" parent="NavigationRegion3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 40)
mesh = SubResource("PlaneMesh_1")
[node name="BodenCollision" type="StaticBody3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="BodenCollision"]
shape = SubResource("WorldBoundaryShape3D_1")
[node name="WallSouth" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, -5.25)
[node name="Mesh" type="MeshInstance3D" parent="WallSouth"]
mesh = SubResource("BoxMesh_north_south")
[node name="CollisionShape3D" type="CollisionShape3D" parent="WallSouth"]
shape = SubResource("BoxShape3D_north_south")
[node name="WallNorth" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 85.25)
[node name="Mesh" type="MeshInstance3D" parent="WallNorth"]
mesh = SubResource("BoxMesh_north_south")
[node name="CollisionShape3D" type="CollisionShape3D" parent="WallNorth"]
shape = SubResource("BoxShape3D_north_south")
[node name="WallEast" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7.75, 1.5, 40)
[node name="Mesh" type="MeshInstance3D" parent="WallEast"]
mesh = SubResource("BoxMesh_east_west")
[node name="CollisionShape3D" type="CollisionShape3D" parent="WallEast"]
shape = SubResource("BoxShape3D_east_west")
[node name="WallWest" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.75, 1.5, 40)
[node name="Mesh" type="MeshInstance3D" parent="WallWest"]
mesh = SubResource("BoxMesh_east_west")
[node name="CollisionShape3D" type="CollisionShape3D" parent="WallWest"]
shape = SubResource("BoxShape3D_east_west")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.707, 0.707, 0, -0.707, 0.707, 0, 10, 40)
light_energy = 0.6
shadow_enabled = true
[node name="Player" parent="." instance=ExtResource("player")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -3)
[node name="HUD" parent="." instance=ExtResource("hud")]
[node name="Enemy1a" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3, 0, 15)
[node name="Enemy1b" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 0, 15)
[node name="Enemy1c" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 15)
[node name="Enemy1d" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0, 15)
[node name="Enemy2a" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3, 0, 30)
[node name="Enemy2b" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 0, 30)
[node name="Enemy2c" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 30)
[node name="Enemy2d" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0, 30)
[node name="Enemy3a" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3, 0, 45)
[node name="Enemy3b" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 0, 45)
[node name="Enemy3c" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 45)
[node name="Enemy3d" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0, 45)
[node name="Enemy4a" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3, 0, 60)
[node name="Enemy4b" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 0, 60)
[node name="Enemy4c" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 60)
[node name="Enemy4d" parent="." instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3, 0, 60)
[node name="Boss" parent="." groups=["boss"] instance=ExtResource("enemy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 75)
stats = ExtResource("boss_stats")
[node name="ExitGate" parent="." instance=ExtResource("gate")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -6, 0, -4)
target_scene = "res://scenes/world/world.tscn"
is_exit = true
[node name="DungeonSystem" type="Node" parent="Systems"]
script = ExtResource("dungeon_system")

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@@ -0,0 +1,2 @@
extends EnemyStats
class_name BossStats

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@@ -0,0 +1 @@
uid://dlawq281oesnf

View File

@@ -0,0 +1,20 @@
[gd_resource type="Resource" script_class="BossStats" load_steps=2 format=3]
[ext_resource type="Script" path="res://scenes/enemy/boss_stats.gd" id="1"]
[resource]
script = ExtResource("1")
max_health = 500.0
health_regen = 0.0
max_shield = 100.0
shield_regen_delay = 5.0
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 = 10.0

11
scenes/enemy/detection.gd Normal file
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@@ -0,0 +1,11 @@
extends Node
@onready var entity: CharacterBody3D = get_parent()
func _on_detection_area_body_entered(body: Node3D) -> void:
if body is CharacterBody3D and body.name == "Player":
EventBus.enemy_detected.emit(entity, body)
func _on_detection_area_body_exited(body: Node3D) -> void:
if body is CharacterBody3D and body.name == "Player":
EventBus.enemy_lost.emit(entity, body)

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@@ -0,0 +1 @@
uid://b07aajhufqvb3

View File

@@ -1,118 +1,90 @@
[gd_scene load_steps=6 format=3] [gd_scene format=3 uid="uid://db8pa55ev4l4a"]
[ext_resource type="Script" path="res://scripts/enemy/enemy.gd" id="1"] [ext_resource type="Script" uid="uid://vy6hyqok0p8b" path="res://scenes/enemy/init.gd" id="1"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"] [ext_resource type="Script" uid="uid://b07aajhufqvb3" path="res://scenes/enemy/detection.gd" id="2"]
[ext_resource type="Script" path="res://scripts/components/shield.gd" id="3"] [ext_resource type="Resource" uid="uid://cj1shmjwf0xeo" path="res://scenes/enemy/enemy_stats.tres" id="8"]
[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_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"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
radius = 0.4 radius = 0.4
height = 1.5 height = 1.5
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(0.8, 0.1, 0.1, 1)
[sub_resource type="SphereMesh" id="SphereMesh_1"]
material = SubResource("StandardMaterial3D_1")
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_2"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_2"]
radius = 0.4 radius = 0.4
height = 1.5 height = 1.5
[sub_resource type="SphereShape3D" id="SphereShape3D_1"]
radius = 10.0
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_bg"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_health_bg"]
bg_color = Color(0.3, 0.1, 0.1, 1) 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)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_fill"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_fill"]
bg_color = Color(0.2, 0.5, 0.9, 1) bg_color = Color(0.2, 0.5, 0.9, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"] [node name="Enemy" type="CharacterBody3D" unique_id=1724620529]
albedo_color = Color(0.8, 0.1, 0.1, 1)
[sub_resource type="SphereMesh" id="SphereMesh_1"]
radius = 0.5
height = 1.0
material = SubResource("StandardMaterial3D_1")
[sub_resource type="SphereShape3D" id="SphereShape3D_1"]
radius = 8.0
[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="." unique_id=1011138038]
shape = SubResource("CapsuleShape3D_1") shape = SubResource("CapsuleShape3D_1")
[node name="Mesh" type="MeshInstance3D" parent="."] [node name="Mesh" type="MeshInstance3D" parent="." unique_id=1598094615]
mesh = SubResource("SphereMesh_1") mesh = SubResource("SphereMesh_1")
[node name="Health" type="Node" parent="."] [node name="HitArea" type="Area3D" parent="." unique_id=893463784]
script = ExtResource("2")
stats = ExtResource("8")
[node name="Shield" type="Node" parent="."]
script = ExtResource("3")
stats = ExtResource("8")
[node name="HitArea" type="Area3D" parent="."]
collision_layer = 4 collision_layer = 4
collision_mask = 0 collision_mask = 0
[node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea"] [node name="CollisionShape3D" type="CollisionShape3D" parent="HitArea" unique_id=984781962]
shape = SubResource("CapsuleShape3D_2") shape = SubResource("CapsuleShape3D_2")
[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."] [node name="NavigationAgent3D" type="NavigationAgent3D" parent="." unique_id=440641945]
[node name="EnemyMovement" type="Node" parent="."] [node name="Detection" type="Node" parent="." unique_id=534240144]
script = ExtResource("5") script = ExtResource("2")
[node name="EnemyCombat" type="Node" parent="."] [node name="DetectionArea" type="Area3D" parent="." unique_id=1955178598]
script = ExtResource("6")
[node name="EnemyAggro" type="Node" parent="."]
script = ExtResource("7")
[node name="DetectionArea" type="Area3D" parent="."]
collision_layer = 0 collision_layer = 0
collision_mask = 1
monitoring = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="DetectionArea"] [node name="CollisionShape3D" type="CollisionShape3D" parent="DetectionArea" unique_id=557461347]
shape = SubResource("SphereShape3D_1") shape = SubResource("SphereShape3D_1")
[node name="Healthbar" type="Sprite3D" parent="."] [node name="Healthbar" type="Sprite3D" parent="." unique_id=1008728031]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
billboard = 1 billboard = 1
pixel_size = 0.01
script = ExtResource("4")
[node name="SubViewport" type="SubViewport" parent="Healthbar"] [node name="SubViewport" type="SubViewport" parent="Healthbar" unique_id=1219060718]
transparent_bg = true transparent_bg = true
size = Vector2i(104, 29) size = Vector2i(104, 29)
[node name="Border" type="ColorRect" parent="Healthbar/SubViewport"] [node name="Border" type="ColorRect" parent="Healthbar/SubViewport" unique_id=848146848]
offset_right = 104.0 offset_right = 104.0
offset_bottom = 29.0 offset_bottom = 29.0
color = Color(1, 0.9, 0.2, 1) color = Color(1, 0.9, 0.2, 1)
[node name="HealthBar" type="ProgressBar" parent="Healthbar/SubViewport"] [node name="HealthBar" type="ProgressBar" parent="Healthbar/SubViewport" unique_id=1206434403]
offset_left = 2.0 offset_left = 2.0
offset_top = 2.0 offset_top = 2.0
offset_right = 102.0 offset_right = 102.0
offset_bottom = 12.0 offset_bottom = 12.0
theme_override_styles/background = SubResource("StyleBoxFlat_health_bg") theme_override_styles/background = SubResource("StyleBoxFlat_health_bg")
theme_override_styles/fill = SubResource("StyleBoxFlat_health_fill") theme_override_styles/fill = SubResource("StyleBoxFlat_health_fill")
max_value = 100.0
value = 100.0 value = 100.0
show_percentage = false show_percentage = false
[node name="ShieldBar" type="ProgressBar" parent="Healthbar/SubViewport"] [node name="ShieldBar" type="ProgressBar" parent="Healthbar/SubViewport" unique_id=1891108036]
offset_left = 2.0 offset_left = 2.0
offset_top = 15.0 offset_top = 15.0
offset_right = 102.0 offset_right = 102.0
@@ -123,5 +95,5 @@ max_value = 50.0
value = 50.0 value = 50.0
show_percentage = false show_percentage = false
[connection signal="body_entered" from="DetectionArea" to="." method="_on_detection_area_body_entered"] [connection signal="body_entered" from="DetectionArea" to="Detection" method="_on_detection_area_body_entered"]
[connection signal="body_exited" from="DetectionArea" to="." method="_on_detection_area_body_exited"] [connection signal="body_exited" from="DetectionArea" to="Detection" method="_on_detection_area_body_exited"]

View File

@@ -0,0 +1,12 @@
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 := 10.0

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@@ -0,0 +1 @@
uid://bh2uuuvl30y0x

View File

@@ -0,0 +1,7 @@
[gd_resource type="Resource" script_class="EnemyStats" format=3 uid="uid://cj1shmjwf0xeo"]
[ext_resource type="Script" uid="uid://bh2uuuvl30y0x" path="res://scenes/enemy/enemy_stats.gd" id="1"]
[resource]
script = ExtResource("1")
max_shield = 50.0

30
scenes/enemy/init.gd Normal file
View File

@@ -0,0 +1,30 @@
extends CharacterBody3D
@export var stats: EnemyStats
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
func _ready() -> void:
add_to_group("enemies")
if is_in_group("boss"):
BossData.register(self, stats)
BossData.set_stat(self, "spawn_position", global_position)
else:
EnemyData.register(self, stats)
EnemyData.set_stat(self, "spawn_position", global_position)
EventBus.entity_died.connect(_on_entity_died)
func _exit_tree() -> void:
if is_in_group("boss"):
BossData.deregister(self)
else:
EnemyData.deregister(self)
func _on_entity_died(entity: Node) -> void:
if entity == self:
queue_free()
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
move_and_slide()

1
scenes/enemy/init.gd.uid Normal file
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@@ -0,0 +1 @@
uid://vy6hyqok0p8b

View File

@@ -1,7 +1,5 @@
[gd_scene format=3] [gd_scene format=3]
[ext_resource type="Script" path="res://scripts/player/hud.gd" id="1"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ability_active"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ability_active"]
bg_color = Color(0.2, 0.2, 0.2, 0.8) bg_color = Color(0.2, 0.2, 0.2, 0.8)
border_width_bottom = 2 border_width_bottom = 2
@@ -34,8 +32,7 @@ bg_color = Color(0.1, 0.1, 0.3, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_fill"] [sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_fill"]
bg_color = Color(0.2, 0.5, 0.9, 1) bg_color = Color(0.2, 0.5, 0.9, 1)
[node name="HUD" type="CanvasLayer"] [node name="HUD" type="CanvasLayer" groups=["hud"]]
script = ExtResource("1")
[node name="HealthBar" type="ProgressBar" parent="."] [node name="HealthBar" type="ProgressBar" parent="."]
offset_left = 10.0 offset_left = 10.0
@@ -48,6 +45,18 @@ max_value = 100.0
value = 100.0 value = 100.0
show_percentage = false show_percentage = false
[node name="HealthLabel" type="Label" parent="HealthBar"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_font_sizes/font_size = 12
text = "100/100"
horizontal_alignment = 1
vertical_alignment = 1
[node name="ShieldBar" type="ProgressBar" parent="."] [node name="ShieldBar" type="ProgressBar" parent="."]
offset_left = 10.0 offset_left = 10.0
offset_top = 35.0 offset_top = 35.0
@@ -59,6 +68,18 @@ max_value = 50.0
value = 50.0 value = 50.0
show_percentage = false show_percentage = false
[node name="ShieldLabel" type="Label" parent="ShieldBar"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
theme_override_font_sizes/font_size = 12
text = "50/50"
horizontal_alignment = 1
vertical_alignment = 1
[node name="RespawnTimer" type="Label" parent="."] [node name="RespawnTimer" type="Label" parent="."]
anchors_preset = 8 anchors_preset = 8
anchor_left = 0.5 anchor_left = 0.5

9
scenes/player/ability.gd Normal file
View File

@@ -0,0 +1,9 @@
extends Node
@onready var player: CharacterBody3D = get_parent()
func _unhandled_input(event: InputEvent) -> void:
for i in range(5):
if event.is_action_pressed("ability_%s" % (i + 1)):
EventBus.ability_use.emit(player, i)
return

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@@ -0,0 +1 @@
uid://hh5yw7vcjdqr

12
scenes/player/init.gd Normal file
View File

@@ -0,0 +1,12 @@
extends CharacterBody3D
@export var stats: PlayerStats
func _ready() -> void:
add_to_group("player")
PlayerData.init_from_resource(stats)
if PlayerData.returning_from_dungeon:
global_position = PlayerData.portal_position + Vector3(0, 1, -5)
PlayerData.returning_from_dungeon = false
elif PlayerData.dungeon_cleared:
PlayerData.clear_cache()

View File

@@ -0,0 +1 @@
uid://cx6k5473yxno

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()
@@ -12,7 +9,7 @@ func _physics_process(delta: float) -> void:
player.velocity.y -= gravity * delta player.velocity.y -= gravity * delta
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 = PlayerData.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 +23,10 @@ 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 * PlayerData.speed
player.velocity.z = direction.z * SPEED player.velocity.z = direction.z * PlayerData.speed
else: else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED) player.velocity.x = move_toward(player.velocity.x, 0, PlayerData.speed)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED) player.velocity.z = move_toward(player.velocity.z, 0, PlayerData.speed)
player.move_and_slide() player.move_and_slide()

View File

@@ -1,18 +1,12 @@
[gd_scene format=3 uid="uid://cdnkbt1f0db7e"] [gd_scene format=3 uid="uid://cdnkbt1f0db7e"]
[ext_resource type="Script" uid="uid://bfpt2p7uucfyb" path="res://scripts/player/player.gd" id="1"] [ext_resource type="Script" uid="uid://cx6k5473yxno" path="res://scenes/player/init.gd" id="1"]
[ext_resource type="Script" uid="uid://cohjyjge1kqxb" path="res://scripts/player/camera.gd" id="2"] [ext_resource type="Script" uid="uid://cohjyjge1kqxb" path="res://scenes/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://scenes/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://hh5yw7vcjdqr" path="res://scenes/player/ability.gd" id="4"]
[ext_resource type="Script" uid="uid://b053b4fkkeaod" path="res://scripts/components/health.gd" id="5"] [ext_resource type="Script" uid="uid://b05nkuryipwny" path="res://scenes/player/targeting.gd" id="8"]
[ext_resource type="Script" uid="uid://bpfw71oprcvou" path="res://scripts/components/shield.gd" id="6"] [ext_resource type="Script" uid="uid://dhomrampxola4" path="res://scenes/player/role/role.gd" id="10"]
[ext_resource type="Script" uid="uid://b05nkuryipwny" path="res://scripts/player/targeting.gd" id="8"] [ext_resource type="Resource" uid="uid://btd0g0oiulssq" path="res://scenes/player/player_stats.tres" id="14"]
[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="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://kcwuhnqy34mj" path="res://resources/ability_sets/healer_set.tres" id="13"]
[ext_resource type="Resource" path="res://resources/stats/player_stats.tres" id="14"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_1"]
radius = 0.3 radius = 0.3
@@ -22,44 +16,31 @@ height = 1.8
radius = 0.3 radius = 0.3
height = 1.8 height = 1.8
[node name="Player" type="CharacterBody3D" unique_id=1350215040] [node name="Player" type="CharacterBody3D" unique_id=197716516]
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=311205642]
shape = SubResource("CapsuleShape3D_1") shape = SubResource("CapsuleShape3D_1")
[node name="Mesh" type="MeshInstance3D" parent="." unique_id=1346931672] [node name="Mesh" type="MeshInstance3D" parent="." unique_id=1514179122]
mesh = SubResource("CapsuleMesh_1") mesh = SubResource("CapsuleMesh_1")
[node name="CameraPivot" type="Node3D" parent="." unique_id=1292689540] [node name="CameraPivot" type="Node3D" parent="." unique_id=1881685457]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
script = ExtResource("2") script = ExtResource("2")
[node name="Camera3D" type="Camera3D" parent="CameraPivot" unique_id=1225820651] [node name="Camera3D" type="Camera3D" parent="CameraPivot" unique_id=2062990383]
transform = Transform3D(1, 0, 0, 0, 0.966, 0.259, 0, -0.259, 0.966, 0, 2, 5) transform = Transform3D(1, 0, 0, 0, 0.966, 0.259, 0, -0.259, 0.966, 0, 2, 5)
[node name="Movement" type="Node" parent="." unique_id=654979387] [node name="Movement" type="Node" parent="." unique_id=811179177]
script = ExtResource("3") script = ExtResource("3")
[node name="Combat" type="Node" parent="." unique_id=1754235583] [node name="Ability" type="Node" parent="." unique_id=1184596245]
script = ExtResource("4") script = ExtResource("4")
[node name="Targeting" type="Node" parent="." unique_id=592540710] [node name="Targeting" type="Node" parent="." unique_id=1974574662]
script = ExtResource("8") script = ExtResource("8")
[node name="Health" type="Node" parent="." unique_id=1872357630] [node name="Role" type="Node" parent="." unique_id=1637643687]
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]
script = ExtResource("10") script = ExtResource("10")
tank_set = ExtResource("11")
damage_set = ExtResource("12")
healer_set = ExtResource("13")

View File

@@ -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

View File

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

View File

@@ -0,0 +1,8 @@
[gd_resource type="Resource" script_class="PlayerStats" format=3 uid="uid://btd0g0oiulssq"]
[ext_resource type="Script" uid="uid://ypyntbavbsto" path="res://scenes/player/player_stats.gd" id="1"]
[resource]
script = ExtResource("1")
health_regen = 1.0
max_shield = 50.0

View File

@@ -0,0 +1,16 @@
extends Resource
class_name Ability
enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
@export var ability_name: String = ""
@export var type: Type = Type.SINGLE
@export var damage: float = 0.0
@export var ability_range: float = 3.0
@export var cooldown: float = 0.0
@export var uses_gcd: bool = true
@export var aoe_radius: float = 0.0
@export var icon: String = ""
@export var is_heal: bool = false
@export var passive_stat: String = "damage"
@export var element: int = 0

View File

@@ -0,0 +1,7 @@
extends Resource
class_name AbilitySet
@export var abilities: Array[Ability] = []
@export var aa_damage: float = 10.0
@export var aa_range: float = 10.0
@export var aa_is_heal: bool = false

View File

@@ -1,6 +1,6 @@
[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://bpx3l13iuynfv"] [gd_resource type="Resource" script_class="Ability" format=3 uid="uid://bpx3l13iuynfv"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"] [ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource] [resource]
script = ExtResource("1") script = ExtResource("1")
@@ -10,3 +10,4 @@ damage = 20.0
ability_range = 5.0 ability_range = 5.0
cooldown = 3.0 cooldown = 3.0
icon = "2" icon = "2"
element = 1

View File

@@ -1,6 +1,6 @@
[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://dadpl32yujwhe"] [gd_resource type="Resource" script_class="Ability" format=3 uid="uid://dadpl32yujwhe"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"] [ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource] [resource]
script = ExtResource("1") script = ExtResource("1")

View File

@@ -1,11 +1,12 @@
[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://dwvc8b3cmce8l"] [gd_resource type="Resource" script_class="Ability" format=3 uid="uid://dwvc8b3cmce8l"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"] [ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource] [resource]
script = ExtResource("1") script = ExtResource("1")
ability_name = "Single" ability_name = "Single"
damage = 30.0 damage = 30.0
ability_range = 20.0 ability_range = 20.0
cooldown = 1.0 cooldown = 2.0
icon = "1" icon = "1"
element = 1

View File

@@ -1,6 +1,6 @@
[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://s32wvlww2ls2"] [gd_resource type="Resource" script_class="Ability" format=3 uid="uid://s32wvlww2ls2"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"] [ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource] [resource]
script = ExtResource("1") script = ExtResource("1")
@@ -11,3 +11,4 @@ ability_range = 20.0
cooldown = 15.0 cooldown = 15.0
aoe_radius = 3.0 aoe_radius = 3.0
icon = "4" icon = "4"
element = 1

View File

@@ -1,6 +1,6 @@
[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://du0hyuuj26ea0"] [gd_resource type="Resource" script_class="Ability" format=3]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"] [ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource] [resource]
script = ExtResource("1") script = ExtResource("1")

View File

@@ -0,0 +1,14 @@
[gd_resource type="Resource" script_class="AbilitySet" format=3 uid="uid://beodknb6i1pm4"]
[ext_resource type="Script" uid="uid://voedgs25cwrb" path="res://scenes/player/role/ability_set.gd" id="1"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1_ability"]
[ext_resource type="Resource" uid="uid://dwvc8b3cmce8l" path="res://scenes/player/role/damage/abilities/single.tres" id="2"]
[ext_resource type="Resource" uid="uid://bpx3l13iuynfv" path="res://scenes/player/role/damage/abilities/aoe.tres" id="3"]
[ext_resource type="Resource" path="res://scenes/player/role/damage/abilities/utility.tres" id="4"]
[ext_resource type="Resource" uid="uid://s32wvlww2ls2" path="res://scenes/player/role/damage/abilities/ult.tres" id="5"]
[ext_resource type="Resource" uid="uid://dadpl32yujwhe" path="res://scenes/player/role/damage/abilities/passive.tres" id="6"]
[resource]
script = ExtResource("1")
abilities = Array[ExtResource("1_ability")]([ExtResource("2"), ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])
aa_damage = 25.0

View File

@@ -0,0 +1,13 @@
[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://m1kgk2uugnex"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Circle of Healing"
type = 1
damage = 10.0
ability_range = 20.0
cooldown = 3.0
icon = "2"
is_heal = true

View File

@@ -0,0 +1,13 @@
[gd_resource type="Resource" script_class="Ability" format=3]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Heal Aura"
type = 4
damage = 50.0
ability_range = 0.0
uses_gcd = false
icon = "P"
passive_stat = "heal"

View File

@@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://cqw1jy6kqvmnj"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Heal"
damage = 15.0
ability_range = 20.0
cooldown = 2.0
icon = "1"
is_heal = true

View File

@@ -0,0 +1,14 @@
[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://d04nu1leyki16"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Divine Light"
type = 3
damage = 25.0
ability_range = 20.0
cooldown = 15.0
aoe_radius = 3.0
icon = "4"
is_heal = true

View File

@@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="Ability" format=3]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Shield Reset"
type = 2
ability_range = 0.0
cooldown = 5.0
uses_gcd = false
icon = "3"

View File

@@ -0,0 +1,16 @@
[gd_resource type="Resource" script_class="AbilitySet" format=3 uid="uid://kcwuhnqy34mj"]
[ext_resource type="Script" uid="uid://voedgs25cwrb" path="res://scenes/player/role/ability_set.gd" id="1"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1_ability"]
[ext_resource type="Resource" path="res://scenes/player/role/healer/abilities/single.tres" id="2"]
[ext_resource type="Resource" path="res://scenes/player/role/healer/abilities/aoe.tres" id="3"]
[ext_resource type="Resource" path="res://scenes/player/role/healer/abilities/utility.tres" id="4"]
[ext_resource type="Resource" path="res://scenes/player/role/healer/abilities/ult.tres" id="5"]
[ext_resource type="Resource" path="res://scenes/player/role/healer/abilities/passive.tres" id="6"]
[resource]
script = ExtResource("1")
abilities = Array[ExtResource("1_ability")]([ExtResource("2"), ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])
aa_damage = 1.0
aa_range = 20.0
aa_is_heal = true

View File

@@ -0,0 +1,14 @@
extends Node
@onready var player: CharacterBody3D = get_parent()
func _ready() -> void:
EventBus.role_change_requested.emit(player, PlayerData.current_role)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("class_tank"):
EventBus.role_change_requested.emit(player, PlayerData.Role.TANK)
elif event.is_action_pressed("class_damage"):
EventBus.role_change_requested.emit(player, PlayerData.Role.DAMAGE)
elif event.is_action_pressed("class_healer"):
EventBus.role_change_requested.emit(player, PlayerData.Role.HEALER)

View File

@@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="Ability" format=3]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Tank AOE"
type = 1
damage = 10.0
ability_range = 10.0
cooldown = 3.0
icon = "2"

View File

@@ -0,0 +1,13 @@
[gd_resource type="Resource" script_class="Ability" format=3]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Shield Aura"
type = 4
damage = 50.0
ability_range = 0.0
uses_gcd = false
icon = "P"
passive_stat = "shield"

View File

@@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="Ability" format=3]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Tank Strike"
damage = 15.0
ability_range = 3.0
cooldown = 2.0
icon = "1"

View File

@@ -0,0 +1,11 @@
[gd_resource type="Resource" script_class="Ability" format=3]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Fortress"
type = 2
damage = 300.0
cooldown = 20.0
icon = "4"

View File

@@ -0,0 +1,12 @@
[gd_resource type="Resource" script_class="Ability" format=3]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1"]
[resource]
script = ExtResource("1")
ability_name = "Shield Reset"
type = 2
ability_range = 0.0
cooldown = 5.0
uses_gcd = false
icon = "3"

View File

@@ -0,0 +1,15 @@
[gd_resource type="Resource" script_class="AbilitySet" format=3 uid="uid://cgxtn7dfs40bh"]
[ext_resource type="Script" uid="uid://voedgs25cwrb" path="res://scenes/player/role/ability_set.gd" id="1"]
[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scenes/player/role/ability.gd" id="1_ability"]
[ext_resource type="Resource" path="res://scenes/player/role/tank/abilities/single.tres" id="2"]
[ext_resource type="Resource" path="res://scenes/player/role/tank/abilities/aoe.tres" id="3"]
[ext_resource type="Resource" path="res://scenes/player/role/tank/abilities/utility.tres" id="4"]
[ext_resource type="Resource" path="res://scenes/player/role/tank/abilities/ult.tres" id="5"]
[ext_resource type="Resource" path="res://scenes/player/role/tank/abilities/passive.tres" id="6"]
[resource]
script = ExtResource("1")
abilities = Array[ExtResource("1_ability")]([ExtResource("2"), ExtResource("3"), ExtResource("4"), ExtResource("5"), ExtResource("6")])
aa_damage = 5.0
aa_range = 3.0

View File

@@ -0,0 +1,47 @@
extends Node
const TARGET_RANGE := 20.0
var mouse_press_pos: Vector2 = Vector2.ZERO
@onready var player: CharacterBody3D = get_parent()
@onready var camera: Camera3D = get_parent().get_node("CameraPivot/Camera3D")
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
mouse_press_pos = event.position
else:
var drag: float = event.position.distance_to(mouse_press_pos)
if drag < 5.0:
_try_target_under_mouse(event.position)
if event.is_action_pressed("target_next"):
_cycle_target()
func _try_target_under_mouse(mouse_pos: Vector2) -> void:
var from := camera.project_ray_origin(mouse_pos)
var to := from + camera.project_ray_normal(mouse_pos) * TARGET_RANGE
var space := player.get_world_3d().direct_space_state
var query := PhysicsRayQueryParameters3D.create(from, to)
query.collision_mask = 4
query.collide_with_areas = true
query.collide_with_bodies = false
var result := space.intersect_ray(query)
if result:
var hit_target := result.collider.get_parent() as Node3D
EventBus.target_requested.emit(player, hit_target)
else:
EventBus.target_requested.emit(player, null)
func _cycle_target() -> void:
var targets := get_tree().get_nodes_in_group("enemies") + get_tree().get_nodes_in_group("portals")
if targets.is_empty():
EventBus.target_requested.emit(player, null)
return
var current: Node3D = PlayerData.target
if current == null or current not in targets:
EventBus.target_requested.emit(player, targets[0])
return
var idx := targets.find(current)
var next_idx := (idx + 1) % targets.size()
EventBus.target_requested.emit(player, targets[next_idx])

34
scenes/portal/gate.gd Normal file
View File

@@ -0,0 +1,34 @@
extends StaticBody3D
@export var target_scene: String = "res://scenes/dungeon/dungeon.tscn"
@export var is_exit: bool = false
var active := false
func _ready() -> void:
if not is_exit:
if PlayerData.dungeon_cleared:
queue_free()
return
get_tree().create_timer(0.5).timeout.connect(_check_overlapping)
else:
get_tree().create_timer(1.0).timeout.connect(func() -> void: active = true)
func _check_overlapping() -> void:
active = true
for body in $GateArea.get_overlapping_bodies():
_on_gate_area_body_entered(body)
func _on_gate_area_body_entered(body: Node3D) -> void:
if not active:
return
if body is CharacterBody3D and body.name == "Player":
PlayerData.save_cache()
if is_exit:
PlayerData.returning_from_dungeon = true
else:
PlayerData.portal_position = global_position
call_deferred("_change_scene")
func _change_scene() -> void:
get_tree().change_scene_to_file(target_scene)

View File

@@ -0,0 +1 @@
uid://ctci5mc3cd2ck

36
scenes/portal/gate.tscn Normal file
View File

@@ -0,0 +1,36 @@
[gd_scene format=3]
[ext_resource type="Script" path="res://scenes/portal/gate.gd" id="1"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_color = Color(0.1, 0.9, 0.3, 1)
emission_enabled = true
emission = Color(0.1, 0.9, 0.3, 1)
emission_energy_multiplier = 0.5
[sub_resource type="CylinderMesh" id="CylinderMesh_1"]
top_radius = 1.0
bottom_radius = 1.0
height = 2.0
material = SubResource("StandardMaterial3D_1")
[sub_resource type="SphereShape3D" id="SphereShape3D_1"]
radius = 3.0
[node name="Gate" type="StaticBody3D"]
script = ExtResource("1")
collision_layer = 0
collision_mask = 0
[node name="Mesh" type="MeshInstance3D" parent="."]
mesh = SubResource("CylinderMesh_1")
[node name="GateArea" type="Area3D" parent="."]
collision_layer = 0
collision_mask = 1
monitoring = true
[node name="CollisionShape3D" type="CollisionShape3D" parent="GateArea"]
shape = SubResource("SphereShape3D_1")
[connection signal="body_entered" from="GateArea" to="." method="_on_gate_area_body_entered"]

View File

@@ -1,13 +1,14 @@
extends StaticBody3D extends StaticBody3D
@export var stats: PortalStats
func _ready() -> void: func _ready() -> void:
add_to_group("portals") add_to_group("portals")
EventBus.entity_died.connect(_on_entity_died) PortalData.register(self, stats)
func _on_entity_died(entity: Node) -> void: func _exit_tree() -> void:
if entity == self: PortalData.deregister(self)
queue_free()
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":
EventBus.enemy_engaged.emit(self, body) EventBus.portal_entered.emit(self, body)

View File

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

View File

@@ -1,11 +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://scenes/portal/init.gd" id="1"]
[ext_resource type="Script" path="res://scripts/components/health.gd" id="2"] [ext_resource type="Resource" path="res://scenes/portal/portal_stats.tres" id="6"]
[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"]
[sub_resource type="SphereShape3D" id="SphereShape3D_1"] [sub_resource type="SphereShape3D" id="SphereShape3D_1"]
radius = 10.0 radius = 10.0
@@ -35,6 +31,7 @@ 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 +39,6 @@ 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
@@ -61,15 +54,10 @@ 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
pixel_size = 0.01 pixel_size = 0.01
script = ExtResource("3")
[node name="SubViewport" type="SubViewport" parent="Healthbar"] [node name="SubViewport" type="SubViewport" parent="Healthbar"]
transparent_bg = true transparent_bg = true

View File

@@ -0,0 +1,5 @@
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]

View File

@@ -0,0 +1 @@
uid://bioid3s5oftxs

View File

@@ -0,0 +1,7 @@
[gd_resource type="Resource" script_class="PortalStats" format=3 uid="uid://be2vv5u0jw0yw"]
[ext_resource type="Script" uid="uid://bioid3s5oftxs" path="res://scenes/portal/portal_stats.gd" id="1"]
[resource]
script = ExtResource("1")
max_health = 500.0

View File

@@ -1,55 +0,0 @@
[gd_scene format=3 uid="uid://dy1icabu2ssbw"]
[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" path="res://scenes/portal/portal.tscn" id="portal"]
[sub_resource type="NavigationMesh" id="NavigationMesh_1"]
vertices = PackedVector3Array(-9.5, 0.5, -9.5, -9.5, 0.5, 9.5, 9.5, 0.5, 9.5, 9.5, 0.5, -9.5)
polygons = [PackedInt32Array(3, 2, 0), PackedInt32Array(0, 2, 1)]
[sub_resource type="Gradient" id="Gradient_1"]
colors = PackedColorArray(0.15, 0.35, 0.05, 1, 0.3, 0.55, 0.1, 1)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_1"]
frequency = 0.05
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_1"]
noise = SubResource("FastNoiseLite_1")
color_ramp = SubResource("Gradient_1")
seamless = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1"]
albedo_texture = SubResource("NoiseTexture2D_1")
uv1_scale = Vector3(3, 3, 1)
[sub_resource type="PlaneMesh" id="PlaneMesh_1"]
material = SubResource("StandardMaterial3D_1")
size = Vector2(20, 20)
[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_1"]
[node name="World" type="Node3D" unique_id=1834775183]
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="." unique_id=561649622]
navigation_mesh = SubResource("NavigationMesh_1")
[node name="Boden" type="MeshInstance3D" parent="NavigationRegion3D" unique_id=1129907783]
mesh = SubResource("PlaneMesh_1")
[node name="BodenCollision" type="StaticBody3D" parent="." unique_id=391155617]
[node name="CollisionShape3D" type="CollisionShape3D" parent="BodenCollision" unique_id=809444866]
shape = SubResource("WorldBoundaryShape3D_1")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="." unique_id=1132129079]
transform = Transform3D(1, 0, 0, 0, 0.707, 0.707, 0, -0.707, 0.707, 0, 10, 0)
shadow_enabled = true
[node name="Player" parent="." unique_id=190642073 instance=ExtResource("player")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7, 1, -7)
[node name="HUD" parent="." unique_id=24362518 instance=ExtResource("hud")]
[node name="Portal" parent="." unique_id=2086501116 instance=ExtResource("portal")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5, 0, 5)

View File

@@ -0,0 +1,48 @@
extends Node
const PORTAL_SCENE: PackedScene = preload("res://scenes/portal/portal.tscn")
const GATE_SCENE: PackedScene = preload("res://scenes/portal/gate.tscn")
const SPAWN_INTERVAL := 30.0
const MAX_PORTALS := 3
const MIN_DISTANCE := 20.0
const MAX_DISTANCE := 40.0
var portals: Array[Node] = []
var timer := 0.0
func _ready() -> void:
if PlayerData.portal_position != Vector3.ZERO and not PlayerData.dungeon_cleared:
call_deferred("_restore_gate")
else:
if PlayerData.dungeon_cleared:
PlayerData.clear_cache()
call_deferred("_spawn_portal")
func _restore_gate() -> void:
var gate: Node3D = GATE_SCENE.instantiate()
get_parent().add_child(gate)
gate.global_position = PlayerData.portal_position
func _process(delta: float) -> void:
timer += delta
if timer >= SPAWN_INTERVAL:
timer = 0.0
_cleanup_dead()
if portals.size() < MAX_PORTALS:
_spawn_portal()
func _spawn_portal() -> void:
var angle: float = randf() * TAU
var distance: float = randf_range(MIN_DISTANCE, MAX_DISTANCE)
var pos := Vector3(cos(angle) * distance, 0, sin(angle) * distance)
var portal: Node3D = PORTAL_SCENE.instantiate()
get_parent().add_child(portal)
portal.global_position = pos
portals.append(portal)
func _cleanup_dead() -> void:
var valid: Array[Node] = []
for p in portals:
if is_instance_valid(p):
valid.append(p)
portals = valid

View File

@@ -0,0 +1 @@
uid://cskx6o07iukwh

175
scenes/world/world.tscn Normal file
View File

@@ -0,0 +1,175 @@
[gd_scene format=3 uid="uid://dy1icabu2ssbw"]
[ext_resource type="Script" path="res://systems/ability_system.gd" id="ability_system"]
[ext_resource type="Script" path="res://systems/aggro/aggro_decay.gd" id="aggro_decay"]
[ext_resource type="Script" path="res://systems/aggro/aggro_events.gd" id="aggro_events"]
[ext_resource type="Script" path="res://systems/aggro/aggro_system.gd" id="aggro_system"]
[ext_resource type="Script" path="res://systems/aggro/aggro_tracker.gd" id="aggro_tracker"]
[ext_resource type="Script" path="res://systems/attack_system.gd" id="attack_system"]
[ext_resource type="Script" path="res://systems/cooldown_system.gd" id="cooldown_system"]
[ext_resource type="Script" path="res://systems/damage_system.gd" id="damage_system"]
[ext_resource type="Script" path="res://systems/health_system.gd" id="health_system"]
[ext_resource type="Script" path="res://systems/heal_system.gd" id="heal_system"]
[ext_resource type="Script" path="res://systems/role_system.gd" id="role_system"]
[ext_resource type="Script" path="res://systems/targeting_system.gd" id="targeting_system"]
[ext_resource type="Script" path="res://systems/portal_system.gd" id="portal_system"]
[ext_resource type="Script" path="res://systems/aura_system.gd" id="aura_system"]
[ext_resource type="Script" path="res://systems/buff_system.gd" id="buff_system"]
[ext_resource type="Script" path="res://systems/debuff_system.gd" id="debuff_system"]
[ext_resource type="Script" path="res://systems/element_system.gd" id="element_system"]
[ext_resource type="Script" path="res://systems/hud_system.gd" id="hud_system"]
[ext_resource type="Script" path="res://systems/nameplate_system.gd" id="nameplate_system"]
[ext_resource type="Script" path="res://systems/ai_system.gd" id="ai_system"]
[ext_resource type="Script" path="res://systems/respawn_system.gd" id="respawn_system"]
[ext_resource type="Script" path="res://systems/shield_system.gd" id="shield_system"]
[ext_resource type="Script" path="res://systems/spawn_system.gd" id="spawn_system"]
[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="Script" path="res://scenes/world/portal_spawner.gd" id="portal_spawner"]
[ext_resource type="Resource" uid="uid://cgxtn7dfs40bh" path="res://scenes/player/role/tank/set.tres" id="tank_set"]
[ext_resource type="Resource" uid="uid://beodknb6i1pm4" path="res://scenes/player/role/damage/set.tres" id="damage_set"]
[ext_resource type="Resource" uid="uid://kcwuhnqy34mj" path="res://scenes/player/role/healer/set.tres" id="healer_set"]
[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)
polygons = [PackedInt32Array(3, 2, 0), PackedInt32Array(0, 2, 1)]
[sub_resource type="Gradient" id="Gradient_1"]
colors = PackedColorArray(0.15, 0.35, 0.05, 1, 0.3, 0.55, 0.1, 1)
[sub_resource type="FastNoiseLite" id="FastNoiseLite_1"]
frequency = 0.05
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_1"]
noise = SubResource("FastNoiseLite_1")
color_ramp = SubResource("Gradient_1")
seamless = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ground"]
albedo_texture = SubResource("NoiseTexture2D_1")
uv1_scale = Vector3(15, 15, 1)
[sub_resource type="PlaneMesh" id="PlaneMesh_1"]
material = SubResource("StandardMaterial3D_ground")
size = Vector2(100, 100)
[sub_resource type="WorldBoundaryShape3D" id="WorldBoundaryShape3D_1"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tavern"]
albedo_color = Color(0.45, 0.3, 0.15, 1)
[sub_resource type="BoxMesh" id="BoxMesh_tavern"]
material = SubResource("StandardMaterial3D_tavern")
size = Vector3(5, 3, 5)
[sub_resource type="BoxShape3D" id="BoxShape3D_tavern"]
size = Vector3(5, 3, 5)
[node name="World" type="Node3D"]
[node name="Systems" type="Node" parent="."]
[node name="HealthSystem" type="Node" parent="Systems"]
script = ExtResource("health_system")
[node name="DamageSystem" type="Node" parent="Systems"]
script = ExtResource("damage_system")
[node name="HealSystem" type="Node" parent="Systems"]
script = ExtResource("heal_system")
[node name="ShieldSystem" type="Node" parent="Systems"]
script = ExtResource("shield_system")
[node name="RoleSystem" type="Node" parent="Systems"]
script = ExtResource("role_system")
tank_set = ExtResource("tank_set")
damage_set = ExtResource("damage_set")
healer_set = ExtResource("healer_set")
[node name="AbilitySystem" type="Node" parent="Systems"]
script = ExtResource("ability_system")
[node name="AttackSystem" type="Node" parent="Systems"]
script = ExtResource("attack_system")
[node name="CooldownSystem" type="Node" parent="Systems"]
script = ExtResource("cooldown_system")
[node name="TargetingSystem" type="Node" parent="Systems"]
script = ExtResource("targeting_system")
[node name="AggroSystem" type="Node" parent="Systems"]
script = ExtResource("aggro_system")
[node name="AggroTracker" type="Node" parent="Systems/AggroSystem"]
script = ExtResource("aggro_tracker")
[node name="AggroDecay" type="Node" parent="Systems/AggroSystem"]
script = ExtResource("aggro_decay")
[node name="AggroEvents" type="Node" parent="Systems/AggroSystem"]
script = ExtResource("aggro_events")
[node name="AISystem" type="Node" parent="Systems"]
script = ExtResource("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="PortalSystem" type="Node" parent="Systems"]
script = ExtResource("portal_system")
[node name="AuraSystem" type="Node" parent="Systems"]
script = ExtResource("aura_system")
[node name="BuffSystem" type="Node" parent="Systems"]
script = ExtResource("buff_system")
[node name="DebuffSystem" type="Node" parent="Systems"]
script = ExtResource("debuff_system")
[node name="ElementSystem" type="Node" parent="Systems"]
script = ExtResource("element_system")
[node name="HudSystem" type="Node" parent="Systems"]
script = ExtResource("hud_system")
[node name="NameplateSystem" type="Node" parent="Systems"]
script = ExtResource("nameplate_system")
[node name="NavigationRegion3D" type="NavigationRegion3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0027503967, 0.014227867, 0.023231506)
navigation_mesh = SubResource("NavigationMesh_1")
[node name="Boden" type="MeshInstance3D" parent="NavigationRegion3D"]
mesh = SubResource("PlaneMesh_1")
[node name="BodenCollision" type="StaticBody3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="BodenCollision"]
shape = SubResource("WorldBoundaryShape3D_1")
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.707, 0.707, 0, -0.707, 0.707, 0, 10, 0)
shadow_enabled = true
[node name="Taverne" type="StaticBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5, 0)
[node name="Mesh" type="MeshInstance3D" parent="Taverne"]
mesh = SubResource("BoxMesh_tavern")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Taverne"]
shape = SubResource("BoxShape3D_tavern")
[node name="Player" parent="." instance=ExtResource("player")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, -5)
[node name="HUD" parent="." instance=ExtResource("hud")]
[node name="PortalSpawner" type="Node" parent="."]
script = ExtResource("portal_spawner")

View File

@@ -1,82 +0,0 @@
extends Resource
class_name Ability
enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
@export var ability_name: String = ""
@export var type: Type = Type.SINGLE
@export var damage: float = 0.0
@export var ability_range: float = 3.0
@export var cooldown: float = 0.0
@export var uses_gcd: bool = true
@export var aoe_radius: float = 0.0
@export var icon: String = ""
func execute(player: Node, targeting: Node) -> bool:
var dmg: float = _get_modified_damage(player, damage)
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) -> float:
var combat: Node = player.get_node("Combat")
return combat.apply_passive(base)
func _in_range(player: Node, targeting: Node) -> bool:
if ability_range <= 0:
return true
var target: Node3D = targeting.current_target
if not target or not is_instance_valid(target):
return false
var dist: float = player.global_position.distance_to(target.global_position)
return dist <= ability_range
func _execute_single(player: Node, targeting: Node, dmg: float) -> bool:
if not _in_range(player, targeting):
return false
var target: Node3D = targeting.current_target
EventBus.damage_requested.emit(player, 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:
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:
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 not _in_range(player, targeting):
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:
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

@@ -1,4 +0,0 @@
extends Resource
class_name AbilitySet
@export var abilities: Array[Ability] = []

View File

@@ -1,36 +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)
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())

View File

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

View File

@@ -1,40 +0,0 @@
extends Sprite3D
@onready var viewport: SubViewport = $SubViewport
@onready var health_bar: ProgressBar = $SubViewport/HealthBar
@onready var border: ColorRect = $SubViewport/Border
@onready var health: Node = get_parent().get_node("Health")
@onready var parent_node: Node = get_parent()
var shield: Node = null
var shield_bar: ProgressBar = null
var style_normal: StyleBoxFlat
var style_aggro: StyleBoxFlat
func _ready() -> void:
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")
if shield and shield_bar:
shield_bar.max_value = shield.max_shield
elif shield_bar:
shield_bar.visible = false
border.visible = false
style_normal = health_bar.get_theme_stylebox("fill").duplicate()
style_aggro = style_normal.duplicate()
style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
EventBus.target_changed.connect(_on_target_changed)
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")
if player and "target" in parent_node and parent_node.target == player:
health_bar.add_theme_stylebox_override("fill", style_aggro)
else:
health_bar.add_theme_stylebox_override("fill", style_normal)
func _on_target_changed(_player: Node, target: Node) -> void:
border.visible = (target == get_parent())

View File

@@ -1 +0,0 @@
uid://d1w7vm7t3k3ts

View File

@@ -1,37 +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
func _ready() -> void:
max_shield = stats.max_shield
regen_delay = stats.shield_regen_delay
regen_time = stats.shield_regen_time
current_shield = max_shield
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 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

View File

@@ -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)

View File

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

View File

@@ -1,57 +0,0 @@
extends CharacterBody3D
enum State { IDLE, CHASE, ATTACK, RETURN }
var state: int = State.IDLE
var target: Node3D = null
var spawn_position: Vector3
var portal: Node3D = null
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var health: Node = $Health
func _ready() -> void:
spawn_position = global_position
add_to_group("enemies")
EventBus.entity_died.connect(_on_entity_died)
func _on_entity_died(entity: Node) -> void:
if entity == self:
queue_free()
elif entity == target:
target = null
state = State.RETURN
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
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:
if body is CharacterBody3D and body.name == "Player":
_engage(body)
EventBus.enemy_engaged.emit(self, body)
func _on_detection_area_body_exited(body: Node3D) -> void:
if body == target and state == State.CHASE:
state = State.RETURN
target = null

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