DungeonCrawler/player.gd
2026-03-15 00:38:53 +01:00

512 lines
16 KiB
GDScript

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