105 lines
3.2 KiB
GDScript
105 lines
3.2 KiB
GDScript
class_name MonsterData
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extends Resource
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signal on_level_up
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@export var unique_id : String = ""
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@export var name : String = ""
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@export var description: String = ""
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@export var thumbnail: CompressedTexture2D = preload("res://assets/logo/logo.png")
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@export var model: PackedScene
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@export var primary_type: MonsterType.Type = MonsterType.Type.NORMAL
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@export var secondary_type: MonsterType.Type = MonsterType.Type.NONE
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# Base Values
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@export var base_attack: int = 1
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@export var base_health: int = 1
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@export var base_defense: int = 1
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@export var base_tempo: int = 1
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@export var base_xp: int = 1
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# Current Values
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@export var attack: int = 1
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@export var current_health: int = 1
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@export var health: int = 1
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@export var defense: int = 1
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@export var tempo: int = 1
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@export var level: int = 1
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@export var xp: int = 1
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@export var nickname: String = ""
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@export var xp_for_levelup: int = 1
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# The ID is the filename of the monster from res://entities/monsters/<filename>.tres
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func set_data(p_unique_id = "", current_values: Dictionary = {}, p_level: int = 1) -> void:
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if p_unique_id.is_empty():
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printerr("Monster.gd: No ID given")
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return
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# Get an instance of the base monster data
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var base_monster = Utils.load_base_monster_data(p_unique_id)
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# Set the values
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self.name = base_monster.name
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self.description = base_monster.description
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self.thumbnail = base_monster.thumbnail
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self.model = base_monster.model
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self.primary_type = base_monster.primary_type
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self.secondary_type = base_monster.secondary_type
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# Set base values
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self.base_attack = base_monster.base_attack
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self.base_health = base_monster.base_health
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self.base_defense = base_monster.base_defense
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self.base_tempo = base_monster.base_tempo
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self.base_xp = base_monster.base_xp
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set_level(p_level)
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# If there are not values to edit, return
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if current_values.is_empty():
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return
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# else, set custom values here
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# TODO
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## This sets the monster to the specified level
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func set_level(p_level: int) -> void:
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self.level = p_level
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update()
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# Updates the values according to the current level of the monster
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func update() -> void:
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self.attack = int((((base_attack * 2) * level ) / 100) + (level + 5))
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self.health = int((((base_health * 2) * level ) / 100) + (level + 5))
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self.defense = int((((base_defense * 2) * level ) / 100) + (level + 5))
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self.tempo = int((((base_tempo * 2) * level ) / 100) + (level + 5))
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self.xp_for_levelup = int(pow(level + 1, 3))
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func level_up() -> void:
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set_level(level + 1)
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emit_signal("on_level_up")
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func calculate_gained_xp(enemy_data: MonsterData) -> int:
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var calculated_xp: int = 0
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calculated_xp = int( (enemy_data.base_xp * enemy_data.level / 5) * ( float(enemy_data.level) / float(level) ) )
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return calculated_xp
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func add_xp(amount: int = 0) -> void:
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xp += amount
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if(xp >= xp_for_levelup):
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level_up()
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func attack_enemy(enemy_data: MonsterData) -> int:
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var damage: int = 0
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var base_damage: int = 2
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damage = floor(floor((level * 2/5 + 2)) * base_damage * (float(attack) / (2 * enemy_data.defense)) + 2)
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return damage
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func take_damage(amount: int) -> void:
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current_health = max(current_health - amount, 0)
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func heal(amount: int) -> void:
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current_health = min(current_health + amount, health)
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