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extends CharacterBody3D
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class_name BaseUnit
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## Base class for all units (players, enemies, NPCs) in the game
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## Provides common functionality like health management and taking damage
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signal health_changed(old_health: float, new_health: float)
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signal died(killer_id: int)
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signal respawned()
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@export var max_health: float = 100.0
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@export var can_respawn: bool = true
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@export var respawn_delay: float = 3.0
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var current_health: float = 100.0
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var is_dead: bool = false
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var _respawn_point: Vector3 = Vector3.ZERO
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func _ready():
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current_health = max_health
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_respawn_point = global_position
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func _enter_tree():
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set_multiplayer_authority(str(name).to_int())
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## Take damage from an attacker
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## Should only be called on the server for authority
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@rpc("any_peer", "reliable")
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func take_damage(amount: float, attacker_id: int = -1, knockback: float = 0.0, attacker_pos: Vector3 = Vector3.ZERO):
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# Only server can process damage
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if not multiplayer.is_server():
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return
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if is_dead:
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return
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# Apply blocking reduction if applicable (duck typing - check if method exists)
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var final_damage = amount
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var final_knockback = knockback
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var was_blocked = false
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if has_method("get_block_reduction"):
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var block_reduction = call("get_block_reduction")
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if block_reduction > 0.0:
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final_damage = amount * (1.0 - block_reduction)
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final_knockback = knockback * (1.0 - block_reduction) # Reduce knockback too
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was_blocked = true
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print("Blocked! Damage reduced from ", amount, " to ", final_damage, " (", block_reduction * 100, "% reduction)")
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var old_health = current_health
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current_health = max(0, current_health - final_damage)
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# Broadcast health change to all clients
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rpc("sync_health", current_health)
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health_changed.emit(old_health, current_health)
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# Show damage number on all clients
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rpc("_show_damage_number", final_damage, was_blocked)
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# Play hurt animation on all clients
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rpc("_play_hurt_animation")
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# Apply knockback if applicable
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if final_knockback > 0.0 and attacker_pos != Vector3.ZERO:
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var knockback_dir = (global_position - attacker_pos).normalized()
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knockback_dir.y = 0.3 # Slight upward component
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rpc("_apply_knockback", knockback_dir * final_knockback)
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if current_health <= 0:
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_die(attacker_id)
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## Heal the unit
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@rpc("any_peer", "reliable")
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func heal(amount: float):
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if not multiplayer.is_server():
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return
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if is_dead:
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return
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var old_health = current_health
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current_health = min(max_health, current_health + amount)
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rpc("sync_health", current_health)
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health_changed.emit(old_health, current_health)
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## Sync health across all clients
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@rpc("any_peer", "call_local", "reliable")
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func sync_health(new_health: float):
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var old_health = current_health
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current_health = new_health
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health_changed.emit(old_health, current_health)
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## Handle death
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func _die(killer_id: int):
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if is_dead:
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return
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is_dead = true
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died.emit(killer_id)
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rpc("sync_death", killer_id)
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if can_respawn and multiplayer.is_server():
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await get_tree().create_timer(respawn_delay).timeout
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_respawn()
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## Sync death state to all clients
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@rpc("any_peer", "call_local", "reliable")
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func sync_death(killer_id: int):
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is_dead = true
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died.emit(killer_id)
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# Subclasses should override to add visual effects, disable collision, etc.
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## Respawn the unit
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func _respawn():
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if not multiplayer.is_server():
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return
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is_dead = false
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current_health = max_health
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global_position = _respawn_point
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velocity = Vector3.ZERO
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rpc("sync_respawn", _respawn_point)
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respawned.emit()
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## Sync respawn to all clients
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@rpc("any_peer", "call_local", "reliable")
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func sync_respawn(spawn_pos: Vector3):
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is_dead = false
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current_health = max_health
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global_position = spawn_pos
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velocity = Vector3.ZERO
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respawned.emit()
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## Set the respawn point
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func set_respawn_point(point: Vector3):
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_respawn_point = point
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## Get health percentage (0.0 to 1.0)
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func get_health_percent() -> float:
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return current_health / max_health if max_health > 0 else 0.0
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## Show floating damage number
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@rpc("any_peer", "call_local", "reliable")
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func _show_damage_number(damage: float, was_blocked: bool):
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print("Spawning damage number: ", damage, " blocked: ", was_blocked, " on peer: ", multiplayer.get_unique_id())
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# Create damage number label
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var damage_label = Label3D.new()
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var damage_script = load("res://level/scripts/damage_number.gd")
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damage_label.set_script(damage_script)
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# Position above the character
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damage_label.position = global_position + Vector3(0, 2.5, 0)
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# Add to scene (not as child of this node, so it doesn't get affected by player movement)
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get_tree().get_current_scene().add_child(damage_label)
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# Set damage value and color
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damage_label.call("set_damage", damage, was_blocked)
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## Apply knockback force
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@rpc("any_peer", "call_local", "reliable")
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func _apply_knockback(knockback_velocity: Vector3):
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# Only applies to CharacterBody3D (players)
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if self is CharacterBody3D:
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velocity += knockback_velocity
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print("Applied knockback: ", knockback_velocity)
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## Play hurt animation (override in subclasses)
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@rpc("any_peer", "call_local", "reliable")
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func _play_hurt_animation():
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# Subclasses should implement this
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pass
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