What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdcomponent.jsoninspect_gdscript.pyrun_tests.gdtest_package.pytests/test_threat_table.gdthreat_table.gdverification/native.json
How it works
- 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/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_readme_usage_compiles
Limits to consider
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.