saumwacht-godot/scripts/presentation/skeletal_figure.gd
Martin Stickelbroeck 9f62e30377 G2: Ancients, Türme, Bossgrotte und Superboss; macOS- und Windows-ARM64-Pakete
Mondherz-Ancients (Saumkern-Kristall als Herz, Sichelklingen, Ringe, Krone,
Teamwappen, Energieadern) mit den Stufen stabil/instabil/kritisch, kurzem
Zusammenbruch und bleibender Ruine; der Sieg wartet nie auf die Grafik.
Turmfamilie aus einem Blender-Generator: Grenzwacht (Tower 1), Bastion
(Tower 2), Kernwacht (Basisturm in der Formensprache des Ancients), mit
Schadensstufen, Einsturz, Ruine und sichtbarem Angriff (Zielring, Aufladen,
Bolzen, Einschlag) - der Schaden bleibt vollständig in der Simulation.
Bossgrotte Mondschlund mit Tor, Treppe in die Tiefe, Altar, Säulen, Felsen
und fünf Zuständen; der Generator hält Abstand zur Top-Lane, die Höhle
braucht eine kleine Geländesenke (nur Darstellung). Superboss Schlundkrone
mit 24 Knochen und 11 Clips (inkl. Brüllen und Sieg), Adern in Teamfarbe,
dasselbe Modell für Grotte und Lane. Gemeinsame LN-Materialfamilie (Stein,
Metall, Kristall, Rune, Stoff, Mondwasser, Kreaturenhaut), Occlusion-Fade
ohne dithernde Schatten. Keine Regeländerung.

Geprüft: verify_g2 245/245, verify_g1 443/443, Regeln 91/91 und 73/73,
Stress 17/17, Balance 40 Partien identisch mit G1, verify_m1 38/38,
verify_m2 14/14, Netz 43/43 und Loopback 12/12, Legacy 209 und 463.
21 Ansichten vorher/nachher (1920x1080), Videos Turmkampf und Bossbegegnung,
Leistung G1/G2 auf demselben Mac (+0,5 ms in vollen Kampfansichten).
Pakete 0.17.0-g2 für macOS (Universal, ad-hoc signiert), Windows x64/ARM64
und Linux; macOS nativ und unter Rosetta, beide Windows-Pakete in Windows 11
ARM (Parallels, OpenGL-Fallback) mit --lune-smoke bestanden.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:12:49 +02:00

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extends Node3D
## Imported, weighted character. The battle clock owns playback, including pause/2×.
var skeleton: Skeleton3D
var player: AnimationPlayer
var bounds: AABB
var clips: Dictionary = {}
var attack_cycle: Array[String] = ["attack_a", "attack_b"]
## Ground covered by one walk cycle (metres); big figures such as the Schlundkrone step wider.
var stride: float = .52
var current_clip: String = ""
var dead: bool = false
var _clock: float = 0.0
var _walk_clock: float = 0.0
var _event_left: float = 0.0
var _last_hits: int = 0
var _had_attack: bool = false
var _last_ability: float = 0.0
var _last_hit: float = 0.0
var _moving: bool = false
var _preview_time: float = 0.0
var _ability_time: float = -1.0
var _hit_time: float = -1.0
func setup(source: Node3D, box: AABB) -> void:
bounds = box
add_child(source)
for node: Node in source.find_children("*", "Skeleton3D", true, false):
skeleton = node as Skeleton3D
for node: Node in source.find_children("*", "AnimationPlayer", true, false):
player = node as AnimationPlayer
if player != null:
player.callback_mode_process = AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL
player.playback_default_blend_time = .12
for key: String in player.get_animation_list():
var short_name: String = key.get_slice("/",key.get_slice_count("/")-1)
clips[short_name] = key
func get_aabb() -> AABB:
return bounds
func clip_length(clip: String) -> float:
return player.get_animation(clips[clip]).length if clips.has(clip) else 0.0
func _sample(clip: String, at: float, delta: float = 0.0, blend: float = .12) -> void:
if player == null or not clips.has(clip) or not is_inside_tree():
return
if current_clip != clip:
player.play(clips[clip], blend)
current_clip = clip
player.advance(delta)
player.seek(clampf(at,0,clip_length(clip)),true)
func preview(clip: String, at: float) -> void:
_sample(clip, at, 0.0, 0.0)
func pose(time: float, moving: bool, attack: float, ability: float, hit: float) -> void:
# Legacy preview entry point, retained for model galleries and callers.
var dt: float = clampf(time-_preview_time,0,.1)
_preview_time = time
if attack > 0:
_sample("attack_a",.90+(.28-attack),dt)
elif ability > 0:
_sample("ability",fmod(time,clip_length("ability")),dt)
elif hit > 0:
_sample("hit",.18-hit,dt)
else:
var clip: String = "walk" if moving else "idle"
_sample(clip,fmod(time,clip_length(clip)),dt)
func update_combat(delta: float, distance: float, in_range: bool, progress: float, hits: int, ability: float, hit: float, living: bool) -> void:
if not living:
if not dead:
dead = true
_clock = 0.0
_clock += delta
_sample("death",_clock,delta,.06)
return
_clock += delta
var moving: bool = delta > 0 and distance / delta > .04
# Direct damage stays in AttackComponent. Pose reaches contact exactly on its event.
if in_range:
if hits > _last_hits:
_had_attack = true
_last_hits = hits
var recovering: bool = _had_attack and progress < .30
var index: int = maxi(0,hits-1) if recovering else hits
var clip: String = attack_cycle[index % attack_cycle.size()]
var at: float = .90+.35*progress/.30 if recovering else .90*maxf(0,progress-(.30 if _had_attack else 0.0))/(.70 if _had_attack else 1.0)
_sample(clip,at,delta,.055)
_event_left = 0
else:
_had_attack = false
_last_hits = hits
if ability > _last_ability + .05:
_event_left = clip_length("ability")
_clock = 0.0
_sample("ability",0,delta)
elif hit > _last_hit + .05 and _event_left <= 0.0:
_event_left = clip_length("hit")
_clock = 0.0
_sample("hit",0,delta,.045)
if _event_left > 0:
_event_left -= delta
_sample(current_clip,_clock,delta)
elif moving:
if not _moving:
_clock = 0.0
# One stride travels `stride` metres. Separation and slow effects affect cadence.
_walk_clock += distance / stride * clip_length("walk")
if _clock < clip_length("start"):
_sample("start",_clock,delta)
else:
_sample("walk",fmod(_walk_clock,clip_length("walk")),delta)
else:
if _moving:
_clock = 0.0
if current_clip in ["walk","start","stop"] and _clock < clip_length("stop"):
_sample("stop",_clock,delta)
else:
_sample("idle",fmod(_clock,clip_length("idle")),delta)
if ability > _last_ability + .05:
_ability_time = 0.0
if hit > _last_hit + .05:
_hit_time = 0.0
if _ability_time >= 0:
_ability_time += delta
if in_range:
_overlay("ability",_ability_time,.45,["Head","Forearm.L","Forearm.R"])
if _ability_time >= clip_length("ability"):
_ability_time = -1.0
if _hit_time >= 0:
_hit_time += delta
if in_range:
_overlay("hit",_hit_time,.65,["Spine","Head"])
if _hit_time >= clip_length("hit"):
_hit_time = -1.0
_last_ability = ability
_last_hit = hit
_moving = moving
## Plays a one-off clip (e.g. the boss roar) as an event outside of attacks; ignored when
## the figure has no such clip or is dead. Purely visual.
func play_event(clip: String) -> void:
if dead or not clips.has(clip):
return
_event_left = clip_length(clip)
_clock = 0.0
_sample(clip, 0.0, 0.0)
func _overlay(clip: String, at: float, weight: float, bones: Array) -> void:
# Only selected joints react while the primary swing keeps its contact time.
if not is_inside_tree() or not clips.has(clip):
return
var animation: Animation = player.get_animation(clips[clip])
for track: int in range(animation.get_track_count()):
if animation.track_get_type(track) != Animation.TYPE_ROTATION_3D:
continue
var path: NodePath = animation.track_get_path(track)
if path.get_subname_count() == 0 or not str(path.get_subname(0)) in bones:
continue
var index: int = skeleton.find_bone(path.get_subname(0))
if index < 0:
continue
var rest: Quaternion = skeleton.get_bone_rest(index).basis.get_rotation_quaternion()
var value: Quaternion = animation.rotation_track_interpolate(track,minf(at,animation.length))
var offset: Quaternion = Quaternion.IDENTITY.slerp(rest.inverse()*value,weight)
skeleton.set_bone_pose_rotation(index,skeleton.get_bone_pose_rotation(index)*offset)