Files
mmo/systems/targeting_system.gd
Marek Lenczewski f1d34ebf1d update
2026-04-04 00:00:15 +02:00

67 lines
2.2 KiB
GDScript

extends Node
func _ready() -> void:
EventBus.target_requested.connect(_on_target_requested)
EventBus.entity_died.connect(_on_entity_died)
EventBus.enemy_engaged.connect(_on_enemy_engaged)
EventBus.damage_dealt.connect(_on_damage_dealt)
func _process(delta: float) -> void:
if PlayerData.in_combat:
PlayerData.combat_timer -= delta
if PlayerData.combat_timer <= 0:
PlayerData.in_combat = false
func _on_target_requested(_player: Node, target: Node3D) -> void:
PlayerData.set_target(target)
func _on_entity_died(entity: Node) -> void:
if entity == PlayerData.target:
PlayerData.set_target(null)
if PlayerData.in_combat:
_auto_target(entity)
func _on_enemy_engaged(_enemy: Node, target: Node) -> void:
var player: Node = get_tree().get_first_node_in_group("player")
if target == player:
PlayerData.combat_timer = PlayerData.combat_timeout
PlayerData.in_combat = true
if PlayerData.target == null:
_auto_target()
func _on_damage_dealt(attacker: Node, target: Node, _amount: float) -> void:
var player: Node = get_tree().get_first_node_in_group("player")
if target == player:
PlayerData.combat_timer = PlayerData.combat_timeout
if not PlayerData.in_combat:
PlayerData.in_combat = true
if PlayerData.target == null:
_auto_target()
elif attacker == player:
PlayerData.in_combat = true
PlayerData.combat_timer = PlayerData.combat_timeout
func _auto_target(exclude: Node = null) -> void:
var player: Node = get_tree().get_first_node_in_group("player")
if not player:
return
var nearest: Node3D = null
var nearest_dist: float = INF
for enemy in get_tree().get_nodes_in_group("enemies"):
if is_instance_valid(enemy) and enemy != exclude:
var dist: float = player.global_position.distance_to(enemy.global_position)
if dist < nearest_dist:
nearest_dist = dist
nearest = enemy
if nearest:
PlayerData.set_target(nearest)
return
for p in get_tree().get_nodes_in_group("portals"):
if is_instance_valid(p) and p != exclude:
var dist: float = player.global_position.distance_to(p.global_position)
if dist < nearest_dist:
nearest_dist = dist
nearest = p
if nearest:
PlayerData.set_target(nearest)