extends Node # Intentionen (Input → System) signal ability_use_requested(player, ability_index) signal auto_attack_tick(attacker) signal target_requested(player, target) signal enemy_detected(enemy, player) # Ergebnisse (System → Node) signal combat_state_changed(player, in_combat) signal enemy_state_changed(enemy, new_state) signal enemy_target_changed(enemy, target) # 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) signal regeneration_changed(entity, current, max_val) # 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()