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