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extends StaticBody3D
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class_name KillableDummy
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var visual_node: Node3D
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var col_shape: CollisionShape3D
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var label: Label3D
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var max_health: float = 100.0
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var health: float = 100.0
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var max_shield: float = 100.0
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var shield: float = 100.0
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var is_dead: bool = false
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var ragdoll_instance: Node3D = null
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var pending_impulse: Vector3 = Vector3.ZERO
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func _ready() -> void:
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add_to_group("enemies")
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col_shape = CollisionShape3D.new()
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col_shape.shape = CapsuleShape3D.new()
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col_shape.shape.radius = 0.5
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col_shape.shape.height = 2.0
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col_shape.position = Vector3(0, 1.0, 0)
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add_child(col_shape)
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visual_node = load("res://characters/humanoid_model.gd").new()
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visual_node.name = "HumanoidModel"
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visual_node.color = Color(0.8, 0.5, 0.1) # Orange for killable
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add_child(visual_node)
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label = Label3D.new()
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label.pixel_size = 0.01
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label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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label.position = Vector3(0, 2.3, 0)
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label.modulate = Color(1, 1, 1)
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add_child(label)
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_update_label()
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func take_damage(amount: float, hit_position: Vector3, source: Node = null) -> void:
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if is_dead:
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return
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var dmg_taken = amount
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if shield > 0:
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if shield >= amount:
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shield -= amount
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amount = 0
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else:
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amount -= shield
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shield = 0
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if amount > 0:
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health -= amount
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_update_label()
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if source and source.has_method("spawn_damage_number"):
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source.spawn_damage_number(dmg_taken, hit_position)
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if health <= 0:
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_die(hit_position, source, dmg_taken)
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else:
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_wiggle()
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func _update_label() -> void:
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label.text = "HP: %.0f / SH: %.0f" % [health, shield]
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func apply_impulse(impulse: Vector3) -> void:
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pending_impulse += impulse
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func _die(_hit_position: Vector3, source: Node, damage_amount: float) -> void:
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is_dead = true
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visual_node.visible = false
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col_shape.set_deferred("disabled", true)
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label.visible = false
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# Spawn ragdoll
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var ragdoll_script = preload("res://characters/procedural_ragdoll.gd")
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if ragdoll_script:
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ragdoll_instance = ragdoll_script.new()
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get_tree().current_scene.add_child(ragdoll_instance)
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ragdoll_instance.global_position = global_position
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ragdoll_instance.build_ragdoll(Color(0.8, 0.5, 0.1))
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# Calculate impulse
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var impulse = Vector3.ZERO
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if pending_impulse.length_squared() > 0.01:
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impulse = pending_impulse
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pending_impulse = Vector3.ZERO
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else:
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var hit_dir = Vector3.BACK
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# Try to get direction from the player's camera
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if source and source is CharacterBody3D:
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var cam = source.get_node_or_null("HeadPivot/Camera3D")
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if cam:
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hit_dir = (_hit_position - cam.global_position).normalized()
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impulse = hit_dir * (damage_amount * 0.5)
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get_tree().create_timer(0.01).timeout.connect(func():
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if is_instance_valid(ragdoll_instance):
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ragdoll_instance.apply_initial_velocities(Vector3.ZERO, impulse)
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)
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get_tree().create_timer(3.0).timeout.connect(func():
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_respawn()
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)
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func _respawn() -> void:
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if is_instance_valid(ragdoll_instance):
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ragdoll_instance.queue_free()
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health = max_health
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shield = max_shield
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is_dead = false
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visual_node.visible = true
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col_shape.set_deferred("disabled", false)
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label.visible = true
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_update_label()
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func _wiggle() -> void:
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var tween = create_tween()
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var orig_pos = Vector3.ZERO
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var wiggle_dir = Vector3(randf_range(-0.1, 0.1), 0, randf_range(-0.1, 0.1))
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tween.tween_property(visual_node, "position", orig_pos + wiggle_dir, 0.05)
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tween.tween_property(visual_node, "position", orig_pos - wiggle_dir, 0.05)
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tween.tween_property(visual_node, "position", orig_pos, 0.05)
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