extends Node const AGGRO_DECAY := 1.0 const PORTAL_RADIUS := 10.0 var aggro_table: Dictionary = {} var seconds_outside := 0.0 @onready var enemy: CharacterBody3D = get_parent() func _ready() -> void: EventBus.damage_dealt.connect(_on_damage_dealt) EventBus.entity_died.connect(_on_entity_died) EventBus.heal_requested.connect(_on_heal_requested) func _process(delta: float) -> void: var outside_portal := false if enemy.portal and is_instance_valid(enemy.portal): var dist_to_portal: float = enemy.global_position.distance_to(enemy.portal.global_position) if dist_to_portal > PORTAL_RADIUS: outside_portal = true seconds_outside += delta else: seconds_outside = 0.0 for player in aggro_table.keys(): var decay: float = AGGRO_DECAY * delta if outside_portal: var bonus_decay: float = aggro_table[player] * 0.01 * pow(2, seconds_outside) * delta decay += bonus_decay aggro_table[player] -= decay # Im Portal-Radius: Aggro bleibt bei mindestens 1 if not outside_portal and enemy.portal and is_instance_valid(player): var player_dist: float = player.global_position.distance_to(enemy.portal.global_position) if player_dist <= PORTAL_RADIUS and aggro_table[player] < 1.0: aggro_table[player] = 1.0 if aggro_table[player] <= 0: aggro_table.erase(player) var top_target: Node = _get_top_target() if top_target and top_target != enemy.target: enemy.target = top_target if enemy.state == enemy.State.IDLE or enemy.state == enemy.State.RETURN: enemy.state = enemy.State.CHASE elif not top_target and enemy.state != enemy.State.IDLE and enemy.state != enemy.State.RETURN: enemy.target = null enemy.state = enemy.State.RETURN func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void: if target != enemy: return var multiplier := 1.0 var role: Node = attacker.get_node_or_null("Role") if role and role.current_role == 0: multiplier = 2.0 add_aggro(attacker, amount * multiplier) func _on_heal_requested(healer: Node, _target: Node, amount: float) -> void: if not healer.is_in_group("player"): return if healer in aggro_table: add_aggro(healer, amount * 0.5) func _on_entity_died(entity: Node) -> void: aggro_table.erase(entity) func add_aggro(player: Node, amount: float) -> void: if player in aggro_table: aggro_table[player] += amount else: aggro_table[player] = amount func _get_top_target() -> Node: var top: Node = null var top_val := 0.0 for player in aggro_table: if is_instance_valid(player) and aggro_table[player] > top_val: top_val = aggro_table[player] top = player return top func has_aggro_on(player: Node) -> bool: return _get_top_target() == player