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