extends Node3D signal matador_killed signal all_defeated const MATADOR := preload("res://Matador.tscn") var _spawn_count: int = 1 var _alive: int = 0 var _resolved: bool = false func _ready() -> void: add_to_group(&"matador_spawn") _spawn_count = maxi(1, int(DP.f("mat_spawn_count"))) # Deferred so it's safe from _ready and matches the previous spawn timing. _spawn.call_deferred() func _spawn() -> void: for pos: Vector3 in _spread_positions(_spawn_count): _spawn_at(pos) func _spread_positions(count: int) -> Array[Vector3]: var positions: Array[Vector3] = [] var arena_r := DP.f("mat_wander_radius") * 0.72 var min_r := 5.0 for i: int in count: var sector := TAU / count var angle := sector * i + randf_range(-sector * 0.35, sector * 0.35) var radius := randf_range(min_r, arena_r) positions.append(Vector3(cos(angle) * radius, 1.0, sin(angle) * radius)) return positions func _spawn_at(pos: Vector3) -> void: var m: Node3D = MATADOR.instantiate() m.position = pos get_parent().add_child(m) m.killed.connect(_on_matador_killed) _alive += 1 # Every matador down = the bull wins. No waves, no respawns — one clean arena. func _on_matador_killed() -> void: matador_killed.emit() _alive -= 1 if _alive <= 0 and not _resolved: _resolved = true all_defeated.emit()