512 lines
16 KiB
GDScript
512 lines
16 KiB
GDScript
# Player.gd
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# Steuert den Spielercharakter: Bewegung, Kamera, HP, Angriff, Zielauswahl
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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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const GRAVITY = 9.8
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# Charakter-Klasse und Level-System
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@export var character_class: CharacterClass
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var level: int = 1
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var current_xp: int = 0
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var xp_to_next_level: int = 100 # XP benötigt für Level 2
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# Aktuelle Stats (berechnet aus Klasse + Level)
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var strength: int = 10
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var agility: int = 10
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var intelligence: int = 10
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var stamina: int = 10
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var armor: int = 0 # Rüstung aus Ausrüstung
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# Level-Differenz Konstanten
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const LEVEL_DIFF_DAMAGE_MOD = 0.1 # 10% mehr/weniger Schaden pro Level-Differenz
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const MAX_LEVEL_DIFF_MOD = 0.5 # Maximal 50% Modifikation
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var max_hp = 100
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var current_hp = 100
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var target = null # Aktuell markierter Gegner
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# Equipment System
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var equipment: Dictionary = {
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Equipment.Slot.HEAD: null,
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Equipment.Slot.CHEST: null,
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Equipment.Slot.HANDS: null,
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Equipment.Slot.LEGS: null,
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Equipment.Slot.FEET: null,
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Equipment.Slot.WEAPON: null,
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Equipment.Slot.OFFHAND: null
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}
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# Inventar System
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var inventory: Inventory = Inventory.new()
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# Global Cooldown System (GCD) - gilt für alle Aktionen inkl. Autoattack
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var global_cooldown = 0.0
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const BASE_GCD = 1.5 # Basis-GCD in Sekunden (wird durch Haste modifiziert)
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var haste: float = 0.0 # Angriffsgeschwindigkeits-Bonus (0.1 = 10% schneller)
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# Autoattack System
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var autoattack_active = false # Ob Autoattack aktiv ist
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# Skills System - individuelle Cooldowns (zusätzlich zum GCD)
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var heavy_strike_cooldown = 0.0
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const HEAVY_STRIKE_DAMAGE_MIN = 10
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const HEAVY_STRIKE_DAMAGE_MAX = 15
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const HEAVY_STRIKE_COOLDOWN = 3.0
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const HEAVY_STRIKE_RANGE = 4.0
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@onready var camera_pivot = $CameraPivot
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@onready var camera = $CameraPivot/Camera3D
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@onready var hud = $HUD
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@onready var character_panel = $CharacterPanel
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@onready var inventory_panel = $InventoryPanel
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func _ready():
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# Stats aus Klasse berechnen
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_calculate_stats()
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current_hp = max_hp
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hud.update_health(current_hp, max_hp)
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hud.update_level(level, current_xp, xp_to_next_level)
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hud.set_active_slot(0)
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# Icons für Skills setzen
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hud.set_slot_icon(0, "res://icons/autoattack_icon.svg") # Slot 1: Autoattack
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hud.set_slot_icon(1, "res://icons/heavy_strike_icon.svg") # Slot 2: Heavy Strike
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# HUD-Klicks verbinden
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hud.slot_clicked.connect(_on_slot_clicked)
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# Inventar Panel initialisieren
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inventory_panel.setup(self)
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# Stats basierend auf Klasse und Level berechnen
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func _calculate_stats():
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if character_class == null:
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# Fallback ohne Klasse
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strength = 10
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agility = 10
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intelligence = 10
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stamina = 10
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max_hp = 100
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return
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# Stats = Basis + (Level-1) * Zuwachs pro Level
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var levels_gained = level - 1
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strength = character_class.base_strength + int(levels_gained * character_class.strength_per_level)
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agility = character_class.base_agility + int(levels_gained * character_class.agility_per_level)
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intelligence = character_class.base_intelligence + int(levels_gained * character_class.intelligence_per_level)
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stamina = character_class.base_stamina + int(levels_gained * character_class.stamina_per_level)
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# HP aus Stamina berechnen
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max_hp = stamina * CharacterClass.HP_PER_STAMINA
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# Equipment-Boni hinzufügen
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_apply_equipment_stats()
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print("Stats berechnet - STR: ", strength, " AGI: ", agility, " INT: ", intelligence, " STA: ", stamina, " ARM: ", armor, " HP: ", max_hp)
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# Equipment-Stats auf Charakter anwenden
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func _apply_equipment_stats():
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armor = 0
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haste = 0.0
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var bonus_str = 0
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var bonus_agi = 0
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var bonus_int = 0
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var bonus_sta = 0
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for slot in equipment.keys():
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var item = equipment[slot]
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if item != null:
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armor += item.armor
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haste += item.haste
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bonus_str += item.strength
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bonus_agi += item.agility
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bonus_int += item.intelligence
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bonus_sta += item.stamina
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strength += bonus_str
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agility += bonus_agi
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intelligence += bonus_int
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stamina += bonus_sta
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# HP neu berechnen mit Equipment-Stamina
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max_hp = stamina * CharacterClass.HP_PER_STAMINA
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# Equipment anlegen
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func equip_item(item: Equipment) -> Equipment:
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var old_item = equipment[item.slot]
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equipment[item.slot] = item
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_calculate_stats()
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# HP proportional anpassen
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if max_hp > 0:
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current_hp = mini(current_hp, max_hp)
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hud.update_health(current_hp, max_hp)
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character_panel.update_stats(self)
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print("Ausgerüstet: ", item.item_name, " in Slot ", Equipment.get_slot_name(item.slot))
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return old_item
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# Equipment ablegen
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func unequip_slot(slot: Equipment.Slot) -> Equipment:
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var old_item = equipment[slot]
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if old_item == null:
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return null
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equipment[slot] = null
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_calculate_stats()
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current_hp = mini(current_hp, max_hp)
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hud.update_health(current_hp, max_hp)
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character_panel.update_stats(self)
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print("Abgelegt: ", old_item.item_name)
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return old_item
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# Ausgerüstete Waffe holen
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func get_equipped_weapon() -> Equipment:
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return equipment[Equipment.Slot.WEAPON]
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# Main-Stat für Schadensberechnung holen
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func get_main_stat() -> int:
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if character_class == null:
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return 10
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match character_class.main_stat:
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CharacterClass.MainStat.STRENGTH:
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return strength
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CharacterClass.MainStat.AGILITY:
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return agility
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CharacterClass.MainStat.INTELLIGENCE:
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return intelligence
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return 10
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# XP erhalten und Level-Up prüfen
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func gain_xp(amount: int):
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current_xp += amount
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print("+" , amount, " XP (", current_xp, "/", xp_to_next_level, ")")
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while current_xp >= xp_to_next_level:
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_level_up()
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hud.update_level(level, current_xp, xp_to_next_level)
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# Level-Up durchführen
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func _level_up():
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current_xp -= xp_to_next_level
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level += 1
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xp_to_next_level = _calculate_xp_for_level(level + 1)
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# Stats neu berechnen
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_calculate_stats()
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# HP vollständig auffüllen bei Level-Up
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current_hp = max_hp
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hud.update_health(current_hp, max_hp)
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# Character Panel aktualisieren falls offen
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character_panel.update_stats(self)
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print("LEVEL UP! Jetzt Level ", level, " - HP voll aufgefüllt!")
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# XP-Kurve: Jedes Level braucht mehr XP
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func _calculate_xp_for_level(target_level: int) -> int:
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return 100 * target_level # Level 2: 100, Level 3: 200, etc.
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# Handler für HUD-Slot-Klicks
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func _on_slot_clicked(slot_index: int):
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match slot_index:
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0: # Autoattack manuell starten
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if target != null and global_cooldown <= 0:
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start_autoattack()
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perform_autoattack()
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1: # Heavy Strike
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use_heavy_strike()
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# Schaden am Spieler abziehen und HP-Leiste aktualisieren
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func take_damage(amount):
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current_hp = clamp(current_hp - amount, 0, max_hp)
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hud.update_health(current_hp, max_hp)
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if current_hp <= 0:
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die()
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# Schaden mit Rüstung und Level-Differenz berechnen
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func calculate_incoming_damage(raw_damage: int, attacker_level: int, is_melee: bool) -> int:
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var damage = float(raw_damage)
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# Rüstung reduziert nur Nahkampfschaden
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if is_melee and armor > 0:
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var armor_reduction = float(armor) / (float(armor) + 50.0)
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damage = damage * (1.0 - armor_reduction)
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# Level-Differenz Modifikator (Gegner höheres Level = mehr Schaden)
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var level_diff = attacker_level - level
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var level_mod = clamp(level_diff * LEVEL_DIFF_DAMAGE_MOD, -MAX_LEVEL_DIFF_MOD, MAX_LEVEL_DIFF_MOD)
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damage = damage * (1.0 + level_mod)
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return maxi(1, int(damage))
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# Schaden mit vollem Schadenssystem nehmen
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func take_damage_from(raw_damage: int, attacker_level: int, is_melee: bool = true):
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var final_damage = calculate_incoming_damage(raw_damage, attacker_level, is_melee)
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print("Spieler nimmt Schaden: ", raw_damage, " -> ", final_damage, " (nach Rüstung/Level)")
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take_damage(final_damage)
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# HP heilen und HP-Leiste aktualisieren
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func heal(amount):
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current_hp = clamp(current_hp + amount, 0, max_hp)
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hud.update_health(current_hp, max_hp)
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func die():
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print("Spieler gestorben!")
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# Schaden basierend auf ausgerüsteter Waffe + Main-Stat Skalierung
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func get_attack_damage() -> int:
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var weapon = get_equipped_weapon()
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var base_damage: int
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if weapon == null:
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# Unbewaffneter Schaden klassenabhängig
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if character_class:
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base_damage = randi_range(character_class.unarmed_min_damage, character_class.unarmed_max_damage)
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else:
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base_damage = 1
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else:
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base_damage = randi_range(weapon.min_damage, weapon.max_damage)
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# Schaden skaliert mit Main-Stat
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var stat_bonus = int(get_main_stat() * CharacterClass.DAMAGE_PER_MAIN_STAT)
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return base_damage + stat_bonus
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# Aktuellen GCD berechnen (mit Haste-Modifikator)
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func get_current_gcd() -> float:
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var weapon = get_equipped_weapon()
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var base_speed: float
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if weapon == null:
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# Unbewaffnete Angriffsgeschwindigkeit klassenabhängig
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if character_class:
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base_speed = character_class.unarmed_attack_speed
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else:
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base_speed = BASE_GCD
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else:
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base_speed = weapon.attack_speed
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# Haste reduziert den GCD: GCD = Basis / (1 + Haste)
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# Bei 0.5 Haste (50%): 1.5s / 1.5 = 1.0s
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return base_speed / (1.0 + haste)
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# DPS berechnen (für Anzeige)
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func get_dps() -> float:
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var weapon = get_equipped_weapon()
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var avg_damage: float
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if weapon == null:
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# Unbewaffneter Durchschnittsschaden klassenabhängig
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if character_class:
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avg_damage = (character_class.unarmed_min_damage + character_class.unarmed_max_damage) / 2.0
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else:
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avg_damage = 1.0
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else:
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avg_damage = (weapon.min_damage + weapon.max_damage) / 2.0
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var stat_bonus = get_main_stat() * CharacterClass.DAMAGE_PER_MAIN_STAT
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var total_damage = avg_damage + stat_bonus
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var gcd = get_current_gcd()
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# DPS = Schaden / GCD
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return total_damage / gcd
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# Reichweite basierend auf ausgerüsteter Waffe (unbewaffnet = 3.0)
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func get_attack_range() -> float:
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var weapon = get_equipped_weapon()
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if weapon == null:
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return 3.0
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return weapon.weapon_range
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# Ziel markieren — start_attack=true startet sofort die Autoattack
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func set_target(new_target, start_attack: bool = false):
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if target != null and is_instance_valid(target):
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target.hide_health()
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target = new_target
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target.show_health()
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print("Ziel markiert: ", target.name)
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if start_attack:
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start_autoattack()
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if global_cooldown <= 0:
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perform_autoattack()
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# Ziel komplett aufheben und Autoattack stoppen
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func clear_target():
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if target != null and is_instance_valid(target):
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target.hide_health()
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target = null
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autoattack_active = false
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print("Ziel aufgehoben, Autoattack gestoppt")
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# Autoattack aktivieren
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func start_autoattack():
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autoattack_active = true
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print("Autoattack aktiviert")
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# Autoattack deaktivieren
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func stop_autoattack():
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autoattack_active = false
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print("Autoattack deaktiviert")
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# Führt einen Autoattack aus (wird vom GCD-System aufgerufen)
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func perform_autoattack():
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if target == null or not is_instance_valid(target):
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target = null
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autoattack_active = false
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return
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var distance = global_position.distance_to(target.global_position)
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if distance <= get_attack_range():
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var dmg = get_attack_damage()
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# Neues Schadenssystem mit Rüstung und Level-Differenz
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if target.has_method("take_damage_from"):
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target.take_damage_from(dmg, level, true) # true = Nahkampf
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else:
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target.take_damage(dmg)
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print("Autoattack: ", dmg, " Schaden (GCD: %.2fs, DPS: %.1f)" % [get_current_gcd(), get_dps()])
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# GCD auslösen basierend auf Waffengeschwindigkeit + Haste
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trigger_global_cooldown()
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# Global Cooldown auslösen (basierend auf Waffe + Haste)
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func trigger_global_cooldown():
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global_cooldown = get_current_gcd()
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# Heavy Strike: Starker Angriff mit Cooldown
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func use_heavy_strike():
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if target == null or not is_instance_valid(target):
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print("Kein Ziel für Heavy Strike!")
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return
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# Nur Skill-eigener Cooldown Check (kein GCD-Check!)
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if heavy_strike_cooldown > 0:
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print("Heavy Strike noch im Cooldown: ", "%.1f" % heavy_strike_cooldown, "s")
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return
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var distance = global_position.distance_to(target.global_position)
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if distance > HEAVY_STRIKE_RANGE:
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print("Ziel zu weit entfernt für Heavy Strike!")
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return
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var base_damage = randi_range(HEAVY_STRIKE_DAMAGE_MIN, HEAVY_STRIKE_DAMAGE_MAX)
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var stat_bonus = int(get_main_stat() * CharacterClass.DAMAGE_PER_MAIN_STAT)
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var damage = base_damage + stat_bonus
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# Neues Schadenssystem mit Rüstung und Level-Differenz
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if target.has_method("take_damage_from"):
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target.take_damage_from(damage, level, true) # true = Nahkampf
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else:
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target.take_damage(damage)
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heavy_strike_cooldown = HEAVY_STRIKE_COOLDOWN
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trigger_global_cooldown() # GCD zurücksetzen damit Autoattack nicht sofort feuert
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start_autoattack() # Autoattack nach Skill automatisch aktivieren
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print("Heavy Strike! ", damage, " Rohschaden")
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# Raycast von der Kamera auf Mausposition — trifft Gegner mit take_damage()
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func _try_select_target(start_attack: bool = false):
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var space_state = get_world_3d().direct_space_state
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var viewport = get_viewport()
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var mouse_pos = viewport.get_mouse_position()
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var ray_origin = camera.project_ray_origin(mouse_pos)
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var ray_end = ray_origin + camera.project_ray_normal(mouse_pos) * 100.0
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var query = PhysicsRayQueryParameters3D.create(ray_origin, ray_end)
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query.exclude = [self]
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var result = space_state.intersect_ray(query)
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if result and result.collider.has_method("take_damage"):
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set_target(result.collider, start_attack)
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elif not start_attack:
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# Nur bei Linksklick ins Leere: Ziel deselektieren und Autoattack stoppen
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# Rechtsklick wird für Kameradrehung verwendet
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clear_target()
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func _physics_process(delta):
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# Global Cooldown herunterzählen (gilt für alle Aktionen)
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if global_cooldown > 0:
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global_cooldown -= delta
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# Wenn GCD bereit und Autoattack aktiv, versuche anzugreifen
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if global_cooldown <= 0 and autoattack_active:
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perform_autoattack()
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# Skill-Cooldowns herunterzählen
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if heavy_strike_cooldown > 0:
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heavy_strike_cooldown -= delta
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# HUD Cooldowns aktualisieren
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hud.set_slot_cooldown(0, global_cooldown) # Slot 1: GCD (Autoattack)
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hud.set_slot_cooldown(1, heavy_strike_cooldown) # Slot 2: Heavy Strike CD
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# Schwerkraft
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if not is_on_floor():
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velocity.y -= GRAVITY * delta
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# Springen
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if Input.is_action_just_pressed("ui_accept") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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# Linksklick: nur markieren
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if Input.is_action_just_pressed("select_target"):
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_try_select_target(false)
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# Rechtsklick: markieren + angreifen
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if Input.is_action_just_pressed("ui_right_mouse"):
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_try_select_target(true)
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# Aktionsleiste 1-9
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if Input.is_action_just_pressed("action_1"):
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hud.set_active_slot(0)
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if target != null and global_cooldown <= 0:
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start_autoattack()
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perform_autoattack()
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if Input.is_action_just_pressed("action_2"):
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hud.set_active_slot(1)
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use_heavy_strike()
|
|
if Input.is_action_just_pressed("action_3"):
|
|
hud.set_active_slot(2)
|
|
if Input.is_action_just_pressed("action_4"):
|
|
hud.set_active_slot(3)
|
|
if Input.is_action_just_pressed("action_5"):
|
|
hud.set_active_slot(4)
|
|
if Input.is_action_just_pressed("action_6"):
|
|
hud.set_active_slot(5)
|
|
if Input.is_action_just_pressed("action_7"):
|
|
hud.set_active_slot(6)
|
|
if Input.is_action_just_pressed("action_8"):
|
|
hud.set_active_slot(7)
|
|
if Input.is_action_just_pressed("action_9"):
|
|
hud.set_active_slot(8)
|
|
|
|
# TEST: T drücken = 10 Schaden
|
|
if Input.is_action_just_pressed("test_damage"):
|
|
take_damage(10)
|
|
|
|
# C drücken = Charakter-Panel öffnen/schließen
|
|
if Input.is_action_just_pressed("toggle_character"):
|
|
character_panel.update_stats(self)
|
|
character_panel.toggle()
|
|
|
|
# I drücken = Inventar öffnen/schließen
|
|
if Input.is_action_just_pressed("toggle_inventory"):
|
|
inventory_panel.toggle()
|
|
|
|
# Eingabe
|
|
var input_dir = Vector2.ZERO
|
|
if Input.is_action_pressed("move_forward"):
|
|
input_dir.y -= 1
|
|
if Input.is_action_pressed("move_back"):
|
|
input_dir.y += 1
|
|
if Input.is_action_pressed("move_left"):
|
|
input_dir.x -= 1
|
|
if Input.is_action_pressed("move_right"):
|
|
input_dir.x += 1
|
|
|
|
# Bewegung relativ zur Kamera
|
|
var world_yaw = rotation.y + camera_pivot.rotation.y
|
|
var forward = Vector3(-sin(world_yaw), 0, -cos(world_yaw)).normalized()
|
|
var right = Vector3(cos(world_yaw), 0, -sin(world_yaw)).normalized()
|
|
var direction = (forward * -input_dir.y + right * input_dir.x)
|
|
|
|
velocity.x = direction.x * SPEED
|
|
velocity.z = direction.z * SPEED
|
|
|
|
# RMB gehalten: Spieler schaut in Kamerarichtung
|
|
if Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT):
|
|
rotation.y = world_yaw
|
|
camera_pivot.rotation.y = 0
|
|
|
|
move_and_slide()
|