feat(wiring): MobSpawner integration + take_damage API on dolphin
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -40,6 +40,15 @@ func _ready() -> void:
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inventory.add_item(6, 5) # 5 KELP
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inventory.add_item(8, 2) # 2 ICE
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# Add dolphin to player group (for mob detection)
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dolphin.add_to_group("player")
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# Spawner de mobs
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var MobSpawnerScene: PackedScene = load("res://scenes/mobs/MobSpawner.tscn")
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var mob_spawner: Node3D = MobSpawnerScene.instantiate()
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add_child(mob_spawner)
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mob_spawner.player = mob_spawner.get_path_to(dolphin)
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func _process(_delta: float) -> void:
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world.update_player_position(dolphin.global_position)
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@@ -250,6 +250,13 @@ func _raycast(reach: float) -> Dictionary:
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return result
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func take_damage(amount: float) -> void:
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health = max(0.0, health - amount)
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emit_signal("stats_changed", oxygen, health, hunger)
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if health <= 0.0:
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emit_signal("player_died")
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func _trigger_echolocation() -> void:
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if is_echolocating:
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return
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