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ScoreManager.py
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from utils.Event import Event
class ScoreManager():
def __init__(self):
self._score = 0
self._points = 0
self.on_score = Event('OnScore')
self._hit_score = 0
self._crit_score = 0
self._kill_score = 0
self._heal_score = 0
self._damage_score = 0
self._levels_score = 0
# stats
self._hits = 0
self._crits = 0
self._kills = 0
self._heals = 0
self._damage = 0
self._levels = 0
def get_score(self):
return self._score
def reset_score(self):
self._score = 0
self._points = 0
self.on_score()
def add_score(self, amount):
self._score += amount
self._points += amount
self.on_score()
def spend_points(self, amount):
if self._points >= amount:
self._points -= amount
return True
else:
return False
def add_hit(self):
self._hits += 1
amount = 10
self.add_score(amount)
self._hit_score += amount
def add_crit(self):
self._crits += 1
amount = 40
self.add_score(amount)
self._crit_score += amount
def add_kill(self):
self._kills += 1
amount = 100
self.add_score(amount)
self._kill_score = amount
def add_heal(self, amount):
self._heals += 1
amount = int(amount / 20)
self.add_score(amount)
self._heal_score += amount
def add_damage(self, amount):
self._damage += amount
amount = int(amount / 10)
self.add_score(amount)
self._damage_score += amount
def add_level(self, level):
self._levels += 1
amount = level * 100
self.add_score(amount)
self._levels_score += amount