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

56 lines
1.3 KiB
GDScript

extends CharacterBody3D
@export var max_health: int = 3
@export var move_speed: float = 3.5
@export var aggro_range: float = 30.0
@export var contact_damage: int = 1
@export var contact_range: float = 0.7
@export var contact_cooldown: float = 1.0
@export var gravity: float = 9.8
var health: int
var _contact_timer: float = 0.0
func _ready() -> void:
health = max_health
add_to_group("enemies")
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
else:
velocity.y = 0.0
if _contact_timer > 0.0:
_contact_timer -= delta
var player := get_tree().get_first_node_in_group("player")
if player:
var to_player: Vector3 = player.global_position - global_position
to_player.y = 0.0
var dist := to_player.length()
if dist <= aggro_range and dist > 0.01:
var dir := to_player.normalized()
velocity.x = dir.x * move_speed
velocity.z = dir.z * move_speed
else:
velocity.x = 0.0
velocity.z = 0.0
if dist <= contact_range and _contact_timer <= 0.0 and player.has_method("take_damage"):
player.take_damage(contact_damage)
_contact_timer = contact_cooldown
else:
velocity.x = 0.0
velocity.z = 0.0
move_and_slide()
func take_damage(amount: int) -> void:
if health <= 0:
return
health -= amount
if health <= 0:
health = 0
ArenaManager.on_enemy_died(self)