Files
mmo/scripts/enemy/enemy_aggro.gd
2026-03-29 21:12:00 +02:00

52 lines
1.5 KiB
GDScript

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