feat: updated engine

This commit is contained in:
Sara Gerretsen 2026-06-28 21:25:37 +02:00
parent a6984a9d33
commit e8e7c242b2
38 changed files with 96 additions and 41 deletions

2
engine

@ -1 +1 @@
Subproject commit 5ad8b27d8db0776700c2b08bf68fbea5e0a4680d
Subproject commit d7c45b19ccf6ddadc73d1c8423cd2848f59de437

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#include "damage_box.h"
#include "health_status.h"
#include "hitbox.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "core/object/class_db.h"
#include "wave_survival/health_status.h"
#include "wave_survival/hitbox.h"
void DamageBox::_bind_methods() {
ClassDB::bind_method(D_METHOD("attack_motion_begin"), &self_type::attack_motion_begin);

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@ -1,4 +1,6 @@
#include "enemy_rifleman.h"
#include "core/config/engine.h"
#include "core/object/class_db.h"
#include "core/os/memory.h"
#include "scene/animation/animation_player.h"
#include "wave_survival/macros.h"

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@ -1,4 +1,5 @@
#include "enemy_wretched.h"
#include "core/config/engine.h"
#include "scene/animation/animation_player.h"
#include "wave_survival/npc_unit.h"
#include "wave_survival/player_body.h"

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@ -1,5 +1,5 @@
#include "enemy_body.h"
#include "core/math/math_funcs.h"
#include "core/config/engine.h"
#include "macros.h"
#include "scene/animation/animation_player.h"
#include "wave_survival/npc_unit.h"

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@ -1,6 +1,7 @@
#ifndef ENEMY_BODY_H
#define ENEMY_BODY_H
#include "core/object/callable_mp.h"
#include "scene/3d/navigation/navigation_agent_3d.h"
#include "scene/3d/physics/character_body_3d.h"
#include "wave_survival/health_status.h"

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@ -1,11 +1,14 @@
#include "enemy_spawner.h"
#include "core/config/engine.h"
#include "core/io/resource.h"
#include "core/object/object.h"
#include "core/io/resource_loader.h"
#include "core/object/callable_mp.h"
#include "core/object/class_db.h"
#include "macros.h"
#include "map_region.h"
#include "npc_unit.h"
#include "patrol_path.h"
#include "scene/resources/packed_scene.h"
#include "wave_survival/map_region.h"
#include "wave_survival/npc_unit.h"
#include "wave_survival/patrol_path.h"
void SpawnData::_bind_methods() {
BIND_HPROPERTY(Variant::DICTIONARY, difficulty_spawns, PROPERTY_HINT_DICTIONARY_TYPE, vformat("int;%s/%s:PackedScene", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE));

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@ -4,6 +4,7 @@
#include "core/io/resource.h"
#include "core/templates/hash_map.h"
#include "scene/3d/marker_3d.h"
#include "scene/resources/packed_scene.h"
class MapRegion;
class PatrolPath;

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#include "heads_up_display.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "core/object/class_db.h"
HeadsUpDisplay *HeadsUpDisplay::singleton_instance{ nullptr };

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@ -1,5 +1,6 @@
#include "health_status.h"
#include "core/config/engine.h"
#include "core/object/class_db.h"
#include "macros.h"
String HealthStatus::sig_death{ "death" };

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@ -1,6 +1,9 @@
#include "hitbox.h"
#include "health_status.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "core/object/class_db.h"
#include "macros.h"
#include "wave_survival/health_status.h"
void Hitbox::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, health, PROPERTY_HINT_NODE_TYPE, "HealthStatus");

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@ -1,9 +1,13 @@
#include "hitscan_muzzle.h"
#include "health_status.h"
#include "hitbox.h"
#include "core/config/engine.h"
#include "core/io/resource_loader.h"
#include "core/object/callable_mp.h"
#include "core/object/class_db.h"
#include "macros.h"
#include "muzzle_effect.h"
#include "scene/resources/packed_scene.h"
#include "wave_survival/health_status.h"
#include "wave_survival/hitbox.h"
#include "wave_survival/muzzle_effect.h"
void HitscanMuzzle::_bind_methods() {
ClassDB::bind_method(D_METHOD("shoot"), &self_type::shoot);

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#define HITSCAN_MUZZLE_H
#include "scene/3d/physics/ray_cast_3d.h"
#include "scene/resources/packed_scene.h"
class MuzzleEffect;
class HitscanMuzzle : public RayCast3D {

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@ -1,5 +1,5 @@
#include "interactable.h"
#include "heads_up_display.h"
#include "core/object/class_db.h"
#include "macros.h"
void Interactable::_bind_methods() {

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@ -1,8 +1,8 @@
#ifndef INTERACTABLE_H
#define INTERACTABLE_H
#include "player_interactor.h"
#include "scene/main/node.h"
#include "wave_survival/player_interactor.h"
class Interactable : public Node {
GDCLASS(Interactable, Node);

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@ -1,6 +1,7 @@
#include "map_region.h"
#include "enemy_body.h"
#include "player_body.h"
#include "core/config/engine.h"
#include "wave_survival/enemy_body.h"
#include "wave_survival/player_body.h"
String const MapRegion::sig_difficulty_increased{ "difficulty_increased" };
String const MapRegion::sig_phase_changed{ "hunt_phase" };

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@ -2,8 +2,8 @@
#define MAP_REGION_H
#include "core/templates/hash_set.h"
#include "npc_unit.h"
#include "scene/3d/physics/area_3d.h"
#include "wave_survival/npc_unit.h"
class MapRegion : public Area3D {
GDCLASS(MapRegion, Area3D);

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#include "muzzle_effect.h"
#include "core/object/class_db.h"
void MuzzleEffect::_bind_methods() {
GDVIRTUAL_BIND(trigger);

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@ -1,10 +1,12 @@
#include "npc_unit.h"
#include "enemy_body.h"
#include "core/config/engine.h"
#include "core/object/class_db.h"
#include "macros.h"
#include "map_region.h"
#include "patrol_path.h"
#include "player_detector.h"
#include "scene/resources/packed_scene.h"
#include "wave_survival/enemy_body.h"
#include "wave_survival/map_region.h"
#include "wave_survival/patrol_path.h"
#include "wave_survival/player_detector.h"
void NpcUnit::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");

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#define NPC_UNIT_H
#include "scene/3d/node_3d.h"
#include "scene/resources/packed_scene.h"
class StateMachine;
class EnemyBody;
class PatrolPath;

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@ -1,4 +1,6 @@
#include "patrol_path.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
void PatrolPath::_bind_methods() {}

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#include "player_body.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "health_status.h"
#include "macros.h"
#include "player_camera.h"
#include "player_input.h"
#include "weapon_base.h"
#include "weapon_inventory.h"
#include "wave_survival/player_camera.h"
#include "wave_survival/player_input.h"
#include "wave_survival/weapon_base.h"
#include "wave_survival/weapon_inventory.h"
PlayerBody *PlayerBody::singleton_instance{ nullptr };

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@ -1,7 +1,9 @@
#include "player_camera.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "macros.h"
#include "player_body.h"
#include "player_input.h"
#include "wave_survival/player_body.h"
#include "wave_survival/player_input.h"
void PlayerCamera::_bind_methods() {
}

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@ -1,6 +1,8 @@
#include "player_detector.h"
#include "player_body.h"
#include "sound_event_patchboard.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "wave_survival/player_body.h"
#include "wave_survival/sound_event_patchboard.h"
String PlayerDetector::sig_awareness_changed{ "awareness_changed" };

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#include "player_input.h"
#include "core/config/engine.h"
#include "core/input/input.h"
#include "core/object/callable_mp.h"
#include "scene/main/scene_tree.h"
String PlayerInput::sig_movement_input{ "movement_input" };

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#include "player_interactor.h"
#include "interactable.h"
#include "player_body.h"
#include "player_input.h"
#include "weapon_inventory.h"
#include "core/config/engine.h"
#include "core/object/class_db.h"
#include "wave_survival/interactable.h"
#include "wave_survival/player_body.h"
#include "wave_survival/player_input.h"
#include "wave_survival/weapon_inventory.h"
void PlayerInteractor::_bind_methods() {
ClassDB::bind_method(D_METHOD("pickup_demo_pack"), &self_type::pickup_demo_pack);

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@ -1,6 +1,7 @@
#ifndef PLAYER_INTERACTOR_H
#define PLAYER_INTERACTOR_H
#include "core/object/callable_mp.h"
#include "scene/3d/physics/shape_cast_3d.h"
class Interactable;
class WeaponInventory;

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#include "register_types.h"
#include "core/config/engine.h"
#include "core/object/class_db.h"
#include "wave_survival/damage_box.h"
#include "wave_survival/enemies/enemy_rifleman.h"

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@ -1,6 +1,8 @@
#include "sound_event_node.h"
#include "core/config/engine.h"
#include "core/object/class_db.h"
#include "macros.h"
#include "sound_event_patchboard.h"
#include "wave_survival/sound_event_patchboard.h"
void SoundEventNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("trigger_event"), &self_type::trigger_event);

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@ -1,6 +1,6 @@
#include "state_machine.h"
#include "core/config/engine.h"
#include "state.h"
#include "wave_survival/state.h"
void StateMachine::_bind_methods() {
ClassDB::bind_method(D_METHOD("switch_to_state", "state"), &self_type::switch_to_state);

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@ -1,9 +1,11 @@
#include "weapon_base.h"
#include "core/config/engine.h"
#include "core/object/class_db.h"
#include "macros.h"
#include "player_body.h"
#include "player_camera.h"
#include "player_input.h"
#include "scene/animation/animation_player.h"
#include "wave_survival/player_body.h"
#include "wave_survival/player_camera.h"
#include "wave_survival/player_input.h"
void WeaponBase::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, anim, PROPERTY_HINT_NODE_TYPE, AnimationPlayer::get_class_static());

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@ -1,7 +1,10 @@
#include "weapon_inventory.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "core/object/class_db.h"
#include "macros.h"
#include "player_input.h"
#include "weapon_base.h"
#include "wave_survival/player_input.h"
#include "wave_survival/weapon_base.h"
void WeaponInventory::_bind_methods() {
BIND_HPROPERTY(Variant::OBJECT, starting_weapon, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");

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@ -1,6 +1,7 @@
#ifndef WEAPON_INVENTORY_H
#define WEAPON_INVENTORY_H
#include "scene/3d/node_3d.h"
#include "scene/main/node.h"
#include "scene/resources/packed_scene.h"
class PlayerBody;

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#include "revolver.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "core/object/class_db.h"
#include "scene/animation/animation_player.h"
#include "wave_survival/macros.h"
#include "wave_survival/player_body.h"

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#include "rifle.h"
#include "core/config/engine.h"
#include "core/object/callable_mp.h"
#include "core/object/class_db.h"
#include "scene/animation/animation_player.h"
#include "wave_survival/hitscan_muzzle.h"
#include "wave_survival/macros.h"
#include "wave_survival/player_body.h"
#include "wave_survival/player_camera.h"
#include "wave_survival/player_input.h"
#include "wave_survival/weapon_inventory.h"

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#ifndef WEAPONS_RIFLE_H
#define WEAPONS_RIFLE_H
#include "wave_survival/player_camera.h"
#include "wave_survival/weapon_base.h"
class PlayerBody;
class HitscanMuzzle;

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