extends Node const AGGRO_DECAY := 1.0 var aggro_table: Dictionary = {} @onready var enemy: CharacterBody3D = get_parent() func _ready() -> void: EventBus.damage_dealt.connect(_on_damage_dealt) EventBus.entity_died.connect(_on_entity_died) func _process(delta: float) -> void: for player in aggro_table.keys(): aggro_table[player] -= AGGRO_DECAY * delta 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 func _on_damage_dealt(attacker: Node, target: Node, amount: float) -> void: if target != enemy: return var multiplier := 1.0 var player_class: Node = attacker.get_node_or_null("PlayerClass") if player_class and player_class.current_class == 0: multiplier = 2.0 add_aggro(attacker, amount * multiplier) 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