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Threat table with taunts and switch margin

In your harnessGodot componentMIT

Track threat per attacker for an enemy, decay it over time, force the target with taunts, and change targets only when another attacker passes the current one by a margin.

Files, names only

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • baltor_test.gd
  • component.json
  • inspect_gdscript.py
  • run_tests.gd
  • test_package.py
  • tests/test_threat_table.gd
  • threat_table.gd
  • verification/native.json

Full files in your harness.

What it takes and gives

Class
BaltorThreatTable, extends RefCounted
Methods
add_threat(source: StringName, amount: float) -> void; get_threat(source: StringName) -> float; remove_source(source: StringName) -> void; taunt(source: StringName, seconds: float) -> void; update(delta: float) -> void; get_target() -> StringName; get_sorted_sources() -> Array[StringName]; get_taunt_time_left() -> float; and 1 more
Signals
target_changed
Placement
res://baltor/godot_components/threat_table/

Limits. Target selection uses threat only (no range or line of sight rules). Decay is exponential per second and applied in update(). Attacker ids are StringNames. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.

Details

Kind
Godot component
Engine
Godot 4.3 or later
Files
11 files, 76.1 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, headless
Checks
godot parse check only, godot gdscript tests, godot tests reject gutted component, godot editor import, godot contract reflection, godot readme usage compiles
Techniques
threat table (aggro list), hysteresis switch margin, exponential decay
Tags
aggro, threat, ai, rpg, targeting, combat
Identity
library.supply.creative_originals.1475b11022c5a906cda53a44.f155e988ad9326b9
Version
f155e988ad9326b9f4daac73e8e089b496ec79bbadb0292d1d16f3acecf51d05

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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