#include "complex_level_stat_data.h" int ComplexLevelStatData::get_agility_for_level(int level) { return _entries[level].agility; } void ComplexLevelStatData::set_agility_for_level(int level, int value) { _entries[level].agility = value; } int ComplexLevelStatData::get_strength_for_level(int level) { return _entries[level].strength; } void ComplexLevelStatData::set_strength_for_level(int level, int value) { _entries[level].strength = value; } int ComplexLevelStatData::get_stamina_for_level(int level) { return _entries[level].stamina; } void ComplexLevelStatData::set_stamina_for_level(int level, int value) { _entries[level].stamina = value; } int ComplexLevelStatData::get_intellect_for_level(int level) { return _entries[level].intellect; } void ComplexLevelStatData::set_intellect_for_level(int level, int value) { _entries[level].intellect = value; } int ComplexLevelStatData::get_luck_for_level(int level) { return _entries[level].luck; } void ComplexLevelStatData::set_luck_for_level(int level, int value) { _entries[level].luck = value; } int ComplexLevelStatData::_get_stat_diff(int main_stat, int old_level, int new_level) { int s = 0; for (int i = old_level; i < new_level; ++i) { switch (main_stat) { case Stat::MAIN_STAT_AGILITY: s += get_agility_for_level(i); break; case Stat::MAIN_STAT_STRENGTH: s += get_strength_for_level(i); break; case Stat::MAIN_STAT_STAMINA: s += get_stamina_for_level(i); break; case Stat::MAIN_STAT_INTELLECT: s += get_intellect_for_level(i); break; case Stat::MAIN_STAT_LUCK: s += get_luck_for_level(i); break; } } return s; } void ComplexLevelStatData::_bind_methods() { ClassDB::bind_method(D_METHOD("_get_stat_diff", "stat", "old_level", "new_level"), &ComplexLevelStatData::_get_stat_diff); ClassDB::bind_method(D_METHOD("get_agility_for_level", "level"), &ComplexLevelStatData::get_agility_for_level); ClassDB::bind_method(D_METHOD("set_agility_for_level", "level", "value"), &ComplexLevelStatData::set_agility_for_level); ClassDB::bind_method(D_METHOD("get_strength_for_level", "level"), &ComplexLevelStatData::get_strength_for_level); ClassDB::bind_method(D_METHOD("set_strength_for_level", "level", "value"), &ComplexLevelStatData::set_strength_for_level); ClassDB::bind_method(D_METHOD("get_stamina_for_level", "level"), &ComplexLevelStatData::get_stamina_for_level); ClassDB::bind_method(D_METHOD("set_stamina_for_level", "level", "value"), &ComplexLevelStatData::set_stamina_for_level); ClassDB::bind_method(D_METHOD("get_intellect_for_level", "level"), &ComplexLevelStatData::get_intellect_for_level); ClassDB::bind_method(D_METHOD("set_intellect_for_level", "level", "value"), &ComplexLevelStatData::set_intellect_for_level); ClassDB::bind_method(D_METHOD("get_luck_for_level", "level"), &ComplexLevelStatData::get_luck_for_level); ClassDB::bind_method(D_METHOD("set_luck_for_level", "level", "value"), &ComplexLevelStatData::set_luck_for_level); for (int i = 0; i < EntityEnums::MAX_LEVEL; ++i) { ADD_GROUP("Level " + String::num(i + 1), "level_" + String::num(i + 1)); ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_agility"), "set_agility_for_level", "get_agility_for_level", i); ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_strength"), "set_strength_for_level", "get_strength_for_level", i); ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_stamina"), "set_stamina_for_level", "get_stamina_for_level", i); ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_intellect"), "set_intellect_for_level", "get_intellect_for_level", i); ADD_PROPERTYI(PropertyInfo(Variant::INT, "level_" + String::num(i + 1) + "_luck"), "set_luck_for_level", "get_luck_for_level", i); } }