mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
95 lines
3.3 KiB
C++
95 lines
3.3 KiB
C++
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#include "simple_level_stat_data.h"
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int SimpleLevelStatData::get_agility_per_level() {
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return _agility_per_level;
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}
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void SimpleLevelStatData::set_agility_per_level(int value) {
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_agility_per_level = value;
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}
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int SimpleLevelStatData::get_strength_per_level() {
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return _strength_per_level;
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}
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void SimpleLevelStatData::set_strength_per_level(int value) {
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_strength_per_level = value;
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}
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int SimpleLevelStatData::get_stamina_per_level() {
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return _stamina_per_level;
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}
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void SimpleLevelStatData::set_stamina_per_level(int value) {
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_stamina_per_level = value;
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}
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int SimpleLevelStatData::get_intellect_per_level() {
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return _intellect_per_level;
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}
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void SimpleLevelStatData::set_intellect_per_level(int value) {
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_intellect_per_level = value;
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}
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int SimpleLevelStatData::get_luck_per_level() {
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return _luck_per_level;
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}
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void SimpleLevelStatData::set_luck_per_level(int value) {
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_luck_per_level = value;
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}
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int SimpleLevelStatData::_get_stat_diff(int main_stat, int old_level, int new_level) {
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int s = 0;
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switch (main_stat) {
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case Stat::MAIN_STAT_AGILITY:
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s = _agility_per_level;
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break;
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case Stat::MAIN_STAT_STRENGTH:
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s = _strength_per_level;
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break;
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case Stat::MAIN_STAT_STAMINA:
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s = _stamina_per_level;
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break;
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case Stat::MAIN_STAT_INTELLECT:
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s = _intellect_per_level;
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break;
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case Stat::MAIN_STAT_LUCK:
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s = _luck_per_level;
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break;
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}
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s *= new_level - old_level;
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return s;
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}
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SimpleLevelStatData::SimpleLevelStatData() {
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_agility_per_level = 0;
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_strength_per_level = 0;
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_stamina_per_level = 0;
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_intellect_per_level = 0;
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_luck_per_level = 0;
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}
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void SimpleLevelStatData::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_agility_per_level"), &SimpleLevelStatData::get_agility_per_level);
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ClassDB::bind_method(D_METHOD("set_agility_per_level", "value"), &SimpleLevelStatData::set_agility_per_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "agility_per_level"), "set_agility_per_level", "get_agility_per_level");
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ClassDB::bind_method(D_METHOD("get_strength_per_level"), &SimpleLevelStatData::get_strength_per_level);
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ClassDB::bind_method(D_METHOD("set_strength_per_level", "value"), &SimpleLevelStatData::set_strength_per_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "strength_per_level"), "set_strength_per_level", "get_strength_per_level");
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ClassDB::bind_method(D_METHOD("get_stamina_per_level"), &SimpleLevelStatData::get_stamina_per_level);
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ClassDB::bind_method(D_METHOD("set_stamina_per_level", "value"), &SimpleLevelStatData::set_stamina_per_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "stamina_per_level"), "set_stamina_per_level", "get_stamina_per_level");
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ClassDB::bind_method(D_METHOD("get_intellect_per_level"), &SimpleLevelStatData::get_intellect_per_level);
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ClassDB::bind_method(D_METHOD("set_intellect_per_level", "value"), &SimpleLevelStatData::set_intellect_per_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "intellect_per_level"), "set_intellect_per_level", "get_intellect_per_level");
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ClassDB::bind_method(D_METHOD("get_luck_per_level"), &SimpleLevelStatData::get_luck_per_level);
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ClassDB::bind_method(D_METHOD("set_luck_per_level", "value"), &SimpleLevelStatData::set_luck_per_level);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "luck_per_level"), "set_luck_per_level", "get_luck_per_level");
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ClassDB::bind_method(D_METHOD("_get_stat_diff", "stat", "old_level", "new_level"), &SimpleLevelStatData::_get_stat_diff);
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}
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