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)