wayfarers_wanderer/autoload/interaction_manager.gd
Jonas Reith 9ea573d681 Add Diablo-style combat: player health/attack/click-move, enemies, tile-based arenas
Player (player/player.gd, shared by both island.tscn's real Player and
the player/player.tscn debug prototype via the same script):
- Health (max_health/health, take_damage, heal_full, death via
  change_scene_to_file to a new Game Over screen).
- Left-click move-to-point layered onto existing WASD (WASD cancels an
  active click-target and takes priority; click-move re-derives the
  existing screen-relative animation logic from the world-space
  direction instead of duplicating it). New "attack" input action
  (Space) does a simple range check against everything in the
  "enemies" group. Runs via _unhandled_input so an open interaction
  menu naturally takes priority (button consumes the event first).

New systems:
- world/enemy/enemy.gd + .tscn: direct-chase CharacterBody3D (no
  pathfinding), contact damage with its own cooldown, reports death to
  ArenaManager rather than freeing itself (which owns the live count).
- world/arena/tiles/: 6 placeholder tile scenes (4 plain floor colors,
  2 with a simple obstacle pillar) — pure static geometry, same
  unshaded-flat-color convention as terrain.gd.
- autoload/arena_manager.gd (new singleton): assembles a 3x3 grid of
  random tiles (center forced to plain floor) under a persistent
  ArenaRoot positioned far below the island (0,-300,0, group
  "arena_root"), rebuilding it fresh on every trigger since only one
  arena is ever active. Adds 4 axis-aligned invisible walls (same idea
  as terrain.gd's _build_edge_barrier, no rotation needed for a
  square). Spawns 3 enemies, teleports the player in. On the last
  enemy's death: calls the POI's mark_visited(), reuses
  InteractionManager.open_message() (existing, previously-unused code)
  for a "Sieg!" message, then teleports the player back after a timer.
- world/poi/poi_arena.gd + .tscn: same Area3D/sprite shell as poi.gd,
  but interacting starts an arena directly instead of opening the
  generic menu (same divergence pattern poi_gate.gd already
  established). Exposes the same duck-typed `visited` field, so
  poi_gate.gd's region-gate group check needed zero changes.
- boot/game_over_screen.gd + .tscn: same Control/Panel/Button
  structure as main_menu.tscn, one button back to the main menu.
- world/ui/player_hud.gd + .tscn: minimal CanvasLayer HP label.

Content pass: poi.gd gained `event_text` (falls back to the old flat
placeholder if unset); interaction_manager.gd's "explore" case uses it
and "rest" now actually calls player.heal_full(). Applied to region 1:
Ort1/Ort4/Ort6 became arena POIs, Ort2/Ort3/Ort5 got distinct event
text — first concrete proof of the "mix of events and arenas" pattern,
replicating to regions 2-6 is a fast follow-up.

Verified headless via direct method calls (confirmed limitation:
synthetic clicks/keypresses don't reliably drive _unhandled_input in
this harness): start_arena produces 9 tiles + a wall body + 3 enemies
and teleports the player near y=-300; killing all 3 enemies flips the
POI's visited flag and opens the win message; completing the win flow
returns the player next to the original POI; marking the other 5
region-1 POIs visited then correctly unlocks GateR1toR2 (proving the
arena-POI/gate integration without touching poi_gate.gd); player
take_damage(max_health) triggers is_dead and a scene change to
game_over_screen.tscn (confirmed after allowing deferred frames to
process). Also verified an enemy actually closes distance on the
player and lands contact damage over a live physics simulation, and
that the player's attack respects both damage and cooldown.

Not verifiable headlessly, needs in-editor testing: real click-to-move
and Space-bar attack end-to-end, combat feel/balance, arena tile
visuals.
2026-08-27 22:31:47 +02:00

52 lines
1.5 KiB
GDScript
Executable File

extends Node
signal interaction_opened
signal interaction_closed
var active: bool = false
var current_poi: Node = null
func open_poi(poi: Node) -> void:
active = true
current_poi = poi
InteractionUI.show_menu(poi.poi_name, _get_main_options())
func _get_main_options() -> Array:
return [
{ "label": "Erkunden", "action": "explore" },
{ "label": "Ausruhen", "action": "rest" },
{ "label": "Beenden", "action": "close" },
]
func handle_selection(action: String) -> void:
match action:
"explore":
var text := "Das wurde besucht."
if current_poi and current_poi.has_method("get_event_text"):
text = current_poi.get_event_text()
InteractionUI.show_text(text)
"rest":
var player := get_tree().get_first_node_in_group("player")
if player and player.has_method("heal_full"):
player.heal_full()
InteractionUI.show_text("Du rastest eine Weile...\nDu fühlst dich erholt.")
"close":
close()
_:
# POI-spezifische Aktionen (z.B. Ja/Nein bei einem Portal)
if current_poi and current_poi.has_method("handle_interaction_action"):
current_poi.handle_interaction_action(action)
# Für POIs außerhalb des generischen Menüs (z.B. Portale): Panel mit reinem
# Info-Text öffnen, ohne die Erkunden/Ausruhen/Beenden-Optionen.
func open_message(poi: Node, title: String, text: String) -> void:
active = true
current_poi = poi
InteractionUI.show_menu(title, [])
InteractionUI.show_text(text)
func close() -> void:
active = false
current_poi = null
InteractionUI.hide_menu()