Files
mmo/systems/xp_system.gd
Marek Le 2d4002bd3f refactor
2026-05-09 23:37:26 +02:00

49 lines
2.0 KiB
GDScript

extends Node
func _ready() -> void:
EventBus.boss_defeated.connect(_on_boss)
func _on_boss(boss: Node) -> void:
if not (multiplayer.is_server() or multiplayer.multiplayer_peer == null):
return
var amount: float = float(Stats.get_stat(boss, "xp_value", 100.0))
if GameState.dungeon_red:
amount *= 5.0
for player in get_tree().get_nodes_in_group("player"):
award(player, amount)
func award_for_enemy(enemy: Node) -> void:
if not (multiplayer.is_server() or multiplayer.multiplayer_peer == null):
return
var amount: float = float(Stats.get_stat(enemy, "xp_value", 5.0))
for player in get_tree().get_nodes_in_group("player"):
var d: float = (player as Node3D).global_position.distance_to((enemy as Node3D).global_position)
if d <= 50.0:
award(player, amount)
func award(player: Node, amount: float) -> void:
if not Stats.has(player):
return
var xp: float = float(Stats.get_stat(player, "xp", 0.0)) + amount
var to_next: float = float(Stats.get_stat(player, "xp_to_next", 50.0))
var level: int = int(Stats.get_stat(player, "level", 1))
while xp >= to_next:
xp -= to_next
level += 1
to_next = round(to_next * 1.6)
_level_up(player, level)
Stats.set_stat(player, "xp", xp)
Stats.set_stat(player, "xp_to_next", to_next)
Stats.set_stat(player, "level", level)
EventBus.xp_gained.emit(player, amount)
func _level_up(player: Node, new_level: int) -> void:
for stat in [&"max_health", &"max_shield", &"speed"]:
var cur: float = float(Stats.get_stat(player, stat, 0.0))
Stats.set_stat(player, stat, cur * 1.4)
Stats.set_stat(player, "health", Stats.get_stat(player, "max_health"))
Stats.set_stat(player, "shield", Stats.get_stat(player, "max_shield"))
EventBus.level_up.emit(player, new_level)
EventBus.health_changed.emit(player, Stats.get_stat(player, "health"), Stats.get_stat(player, "max_health"))
EventBus.shield_changed.emit(player, Stats.get_stat(player, "shield"), Stats.get_stat(player, "max_shield"))