[agent:claude-cli] feat(mobs): shark pursuit 15u + dégâts -20HP + knockback, fish school fuite boost, drops requin(dent)/méduse(gelée), recettes Amulette T2 + Lampe Portable

This commit is contained in:
2026-04-21 08:43:17 +00:00
parent 64b69fd181
commit 42101246d9
7 changed files with 84 additions and 8 deletions

View File

@@ -317,6 +317,10 @@ func take_damage(amount: float) -> void:
player_died.emit()
func apply_knockback(impulse: Vector3) -> void:
velocity += impulse
func heal(amount: float) -> void:
health = min(max_health, health + amount)
_emit_stats()

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@@ -32,6 +32,16 @@ static var RECIPES: Array = [
"inputs": [{"item_id": 105, "count": 2}, {"item_id": 4, "count": 1}],
"output": {"item_id": 106, "count": 1}
},
{
"name": "Amulette Tier 2",
"inputs": [{"item_id": 107, "count": 2}, {"item_id": 106, "count": 1}],
"output": {"item_id": 109, "count": 1}
},
{
"name": "Lampe Portable",
"inputs": [{"item_id": 108, "count": 2}, {"item_id": 100, "count": 1}],
"output": {"item_id": 110, "count": 1}
},
]

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@@ -18,6 +18,10 @@ const ITEM_NAMES: Dictionary = {
104: "Armure ecailles",
105: "Perle",
106: "Amulette de soin",
107: "Dent de Requin",
108: "Gelée Bioluminescente",
109: "Amulette Tier 2",
110: "Lampe Portable",
}
const ITEM_COLORS: Dictionary = {
@@ -38,6 +42,10 @@ const ITEM_COLORS: Dictionary = {
104: Color(0.1, 0.55, 0.5),
105: Color(0.95, 0.95, 1.0),
106: Color(1.0, 0.85, 0.4),
107: Color(0.9, 0.9, 0.85),
108: Color(0.2, 0.85, 0.65),
109: Color(1.0, 0.75, 0.15),
110: Color(0.5, 0.9, 1.0),
}
const PLACEABLE_IDS: Array = [2, 3, 4, 5, 6, 7, 8]

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@@ -110,13 +110,20 @@ func _update_boids(dt: float) -> void:
if center_offset.length() > school_radius:
vel += -center_offset.normalized() * 1.5 * dt * 4.0
# --- Player avoidance ---
# --- Player avoidance (boosted player = bigger + faster flee) ---
if is_instance_valid(_player):
var world_fish_pos: Vector3 = global_position + fish.position
var dist_to_player: float = world_fish_pos.distance_to(_player.global_position)
if dist_to_player < 3.0:
var player_boosting: bool = _player.get("is_boosting") if "is_boosting" in _player else false
var flee_radius: float = 6.0 if player_boosting else 3.0
var flee_force: float = 9.0 if player_boosting else 4.0
if dist_to_player < flee_radius:
var flee: Vector3 = (world_fish_pos - _player.global_position).normalized()
vel += flee * 4.0 * dt * (3.0 - dist_to_player)
# Only flee if player is moving toward the school
var player_vel: Vector3 = _player.velocity if "velocity" in _player else Vector3.ZERO
var toward: bool = player_vel.dot((world_fish_pos - _player.global_position).normalized()) > 0.2
if toward or player_boosting:
vel += flee * flee_force * dt * (flee_radius - dist_to_player)
# Clamp speed
if vel.length() > swim_speed * 1.5:

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@@ -160,4 +160,21 @@ func _pick_wander_target() -> void:
func take_damage(dmg: float) -> void:
health -= dmg
if health <= 0.0:
_drop_loot()
queue_free()
func _drop_loot() -> void:
if not is_instance_valid(_player):
return
var dist: float = global_position.distance_to(_player.global_position)
if dist > 10.0:
return
var main: Node = get_tree().get_first_node_in_group("main")
if main == null or main.get("inventory") == null:
return
# Drop 1 gelée bioluminescente
main.inventory.add_item(108, 1)
var pp: Node = get_node_or_null("/root/PlayerProgress")
if pp != null:
pp.award(8, "méduse", global_position)

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@@ -178,10 +178,11 @@ func _load_and_instantiate(scene_path: String, pos: Vector3) -> Node3D:
func _connect_mob_signal(mob: Node3D) -> void:
if mob.has_signal("attacked_player"):
if not mob.is_connected("attacked_player", _on_mob_attacked_player):
# Use variadic-safe connect: bind by checking signal params
mob.attacked_player.connect(_on_mob_attacked_player)
func _on_mob_attacked_player(dmg: float) -> void:
func _on_mob_attacked_player(dmg: float, kb_dir: Vector3 = Vector3.ZERO) -> void:
if is_instance_valid(_player_node):
if _player_node.has_method("take_damage"):
_player_node.take_damage(dmg)

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@@ -1,12 +1,13 @@
extends CharacterBody3D
signal attacked_player(damage: float)
signal attacked_player(damage: float, knockback_dir: Vector3)
@export var max_health: float = 50.0
@export var damage: float = 15.0
@export var detection_radius: float = 12.0
@export var damage: float = 20.0
@export var detection_radius: float = 15.0 # chase trigger distance (15 units)
@export var move_speed: float = 4.0
@export var chase_speed: float = 7.0
@export var knockback_force: float = 14.0
enum State { PATROL, CHASE, ATTACK }
@@ -153,7 +154,13 @@ func _physics_process(delta: float) -> void:
State.ATTACK:
if is_instance_valid(_player) and _attack_cooldown <= 0.0:
attacked_player.emit(damage)
var kb_dir: Vector3 = (_player.global_position - global_position).normalized()
attacked_player.emit(damage, kb_dir)
# Apply knockback directly on player
if _player.has_method("apply_knockback"):
_player.call("apply_knockback", kb_dir * knockback_force)
elif "velocity" in _player:
_player.velocity += kb_dir * knockback_force
_attack_cooldown = 2.0
if player_dist > 3.0:
_state = State.CHASE
@@ -186,4 +193,26 @@ func _do_patrol(delta: float) -> void:
func take_damage(dmg: float) -> void:
health -= dmg
if health <= 0.0:
_drop_loot()
queue_free()
func _drop_loot() -> void:
# Give shark tooth to nearby player inventory
if not is_instance_valid(_player):
return
var dist: float = global_position.distance_to(_player.global_position)
if dist > 12.0:
return
var main: Node = get_tree().get_first_node_in_group("main")
if main == null or main.get("inventory") == null:
return
# Drop 1-2 shark teeth
var count: int = randi_range(1, 2)
main.inventory.add_item(107, count)
# Visual popup
if main.has_method("_spawn_xp_popup"):
main.call("_spawn_xp_popup", 0, global_position)
var pp: Node = get_node_or_null("/root/PlayerProgress")
if pp != null:
pp.award(15, "requin", global_position)