2023-09-03 17:42:32 -07:00
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using Godot;
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using SupaLidlGame.Events;
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namespace SupaLidlGame.Utils;
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2024-03-25 21:14:06 -07:00
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public partial class PlayerStats : CharacterStats
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2023-09-03 17:42:32 -07:00
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{
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public const int MAX_XP_PER_LEVEL = 4;
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public const int MAX_LEVELS = 4;
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public DoubleValue XP { get; set; }
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public IntValue Level { get; set; }
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public double XPDecayVelocity { get; set; } = 1;
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protected bool _shouldDecayXP = true;
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protected Timer _xpDecayTimer;
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public override void _Ready()
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{
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2024-03-25 21:14:06 -07:00
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base._Ready();
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2023-09-03 17:42:32 -07:00
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XP = GetNode<DoubleValue>("XP");
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Level = GetNode<IntValue>("Level");
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2024-03-25 21:14:06 -07:00
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if (XP is null)
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{
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XP = new DoubleValue();
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AddChild(XP);
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}
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if (Level is null)
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{
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Level = new IntValue();
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AddChild(Level);
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}
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2023-09-03 17:42:32 -07:00
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_xpDecayTimer = new Timer();
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_xpDecayTimer.Timeout += () => _shouldDecayXP = true;
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_xpDecayTimer.Stop();
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AddChild(_xpDecayTimer);
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var bus = EventBus.Instance;
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XP.Changed += (oldValue, newValue) =>
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{
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bus.EmitSignal(EventBus.SignalName.PlayerXPChanged, newValue);
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};
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Level.Changed += (oldValue, newValue) =>
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{
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bus.EmitSignal(EventBus.SignalName.PlayerLevelChanged, newValue);
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};
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bus.PlayerHit += (args) =>
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{
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double xp = XP.Value;
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xp += args.Weapon?.PlayerLevelGain ?? 0;
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if (xp >= MAX_XP_PER_LEVEL)
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{
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int deltaLevel = (int)(xp / MAX_XP_PER_LEVEL);
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xp %= MAX_XP_PER_LEVEL;
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Level.Value = Mathf.Min(Level.Value + deltaLevel, MAX_LEVELS);
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}
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if (Level.Value == MAX_LEVELS)
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{
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// if max level, can only go up to 1 xp
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xp = Mathf.Min(xp, 1);
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}
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XP.Value = xp;
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_shouldDecayXP = false;
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_xpDecayTimer.Start(1);
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};
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}
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public override void _Process(double delta)
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{
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2024-03-25 21:14:06 -07:00
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base._Process(delta);
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2023-09-03 17:42:32 -07:00
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if (_shouldDecayXP)
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{
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XP.Value = Mathf.MoveToward(XP.Value, 1, XPDecayVelocity * delta);
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}
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}
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}
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