Files
mmo/scripts/enemy/enemy_aggro.gd
Marek Lenczewski 04749104a0 update
2026-03-30 22:56:58 +02:00

83 lines
2.7 KiB
GDScript

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