extends Resource class_name CaptainProgress const BALANCE := preload("res://scripts/captain/captain_balance.gd") @export var level: int = 1 @export var experience: int = 0 @export var credits: int = 0 @export var parts: float = 0.0 @export var learning_points: int = 0 @export var skills: Dictionary = { "piloting": 0, "gunner": 0, "mechanic": 0, "sharp_eye": 0, } func get_xp_required() -> int: return BALANCE.xp_required(level) func get_skill_rank(skill: String) -> int: return clampi(int(skills.get(skill, 0)), 0, BALANCE.MAX_SKILL_RANK) func can_train(skill: String) -> bool: return skills.has(skill) and learning_points > 0 and get_skill_rank(skill) < BALANCE.MAX_SKILL_RANK func train_skill(skill: String) -> bool: if not can_train(skill): return false skills[skill] = get_skill_rank(skill) + 1 learning_points -= 1 emit_changed() return true func add_rewards(xp_amount: int, credit_amount: int) -> void: experience += maxi(0, xp_amount) credits += maxi(0, credit_amount) while experience >= get_xp_required(): experience -= get_xp_required() level += 1 learning_points += BALANCE.LEARNING_POINTS_PER_LEVEL emit_changed() func reward_enemy(system_level: int, tier: int, xp_multiplier: float, credit_multiplier: float) -> Vector2i: var index := clampi(tier, 0, 2) var scale_factor := 1.0 + 0.05 * (clampi(system_level, 1, 1000) - 1) var xp := roundi(BALANCE.KILL_XP[index] * scale_factor * maxf(0.0, xp_multiplier)) var money := roundi(BALANCE.KILL_CREDITS[index] * scale_factor * maxf(0.0, credit_multiplier)) add_rewards(xp, money) return Vector2i(xp, money)