entity_spell_system/entities/entity.h

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#ifndef ENTITY_H
#define ENTITY_H
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#include "core/io/networked_multiplayer_peer.h"
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#ifdef ENTITIES_2D
#include "scene/2d/physics_body_2d.h"
#else
#include "scene/3d/physics_body.h"
#endif
#include "../data/character_class.h"
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#include "../data/craft_data_attribute.h"
#include "../data/spell.h"
#include "../data/xp_data.h"
#include "core/hash_map.h"
#include "core/object.h"
#include "core/ustring.h"
#include "core/vector.h"
#include "../inventory/bag_slot.h"
#include "../data/item_instance.h"
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#include "player_talent.h"
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#include "entity_resource.h"
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#include "../data/spell.h"
#include "stats/stat.h"
#include "../data/data_manager.h"
#include "../entity_enums.h"
#include "../spells/spell_cast_info.h"
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#include "../skeleton/character_skeleton.h"
#include "../utility/entity_create_info.h"
#include "../utility/cooldown.h"
#include "../utility/category_cooldown.h"
#include "../inventory/bag.h"
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class CharacterClass;
class AuraData;
class Spell;
class SpellDamageInfo;
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class SpellHealInfo;
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class SpellCastInfo;
class EntityCreateInfo;
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enum SpellCastDataSignals {
CastFailed,
StartCasting,
CastFinished,
SetTarget
};
VARIANT_ENUM_CAST(SpellCastDataSignals);
enum PlayerStates {
STATE_FREEZE,
STATE_NORMAL
};
VARIANT_ENUM_CAST(PlayerStates);
enum PlayerSendFlags {
SEND_FLAG_NONE,
SEND_FLAG_INVENTORY,
SEND_FLAG_SPELL_DATA,
SEND_FLAG_AURAS,
};
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#define SET_RPC_OFF(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_DISABLED);
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#define SET_RPC_REMOTE(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_REMOTE);
#define SET_RPC_MASTER(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_MASTER);
#define SET_RPC_PUPPET(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_PUPPET);
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#define SET_RPC_REMOTESYNC(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_REMOTESYNC);
#define SET_RPC_MASTERSYNC(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_MASTERSYNC);
#define SET_RPC_PUPPETSYNC(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_PUPPETSYNC);
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// f.e. SEND_RPC(rpc("method", arg), method(arg))
#define SEND_RPC(rpc_func, normal_func) \
if (is_inside_tree() && get_tree()->has_network_peer() && get_tree()->get_network_peer()->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTED) { \
rpc_func;\
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}\
normal_func;
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// f.e. SEND_RPC_TO_SERVER(rpc_id(1, "method", arg), method(arg))
#define SEND_RPC_TO_SERVER(rpc_func, normal_func) \
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if (is_inside_tree() && get_tree()->has_network_peer() && get_tree()->get_network_peer()->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTED) { \
if (get_tree()->is_network_server())\
normal_func;\
else \
rpc_func;\
} else {\
normal_func;\
}
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// f.e. SEND_RSET(rset("property", "value"), property, value)
#define SEND_RSET(rset_func, variable, value) \
if (is_inside_tree() && get_tree()->has_network_peer() && get_tree()->get_network_peer()->get_connection_status() == NetworkedMultiplayerPeer::CONNECTION_CONNECTED) { \
rset_func;\
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}\
variable = value;
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#ifdef ENTITIES_2D
class Entity : public KinematicBody2D {
GDCLASS(Entity, KinematicBody2D);
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#else
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class Entity : public KinematicBody {
GDCLASS(Entity, KinematicBody);
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#endif
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public:
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enum InventorySizes {
BACKPACK_SIZE = 20,
MAX_BAG_SLOTS = 5,
};
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Entity();
~Entity();
void initialize(Ref<EntityCreateInfo> info);
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void Update(); //old, remove
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//// Base ////
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NodePath get_character_skeleton_path();
void set_character_skeleton_path(NodePath value);
CharacterSkeleton *get_character_skeleton();
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int getc_guid();
void setc_guid(int value);
int gets_guid();
void sets_guid(int value);
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int gets_character_class_id();
void sets_character_class_id(int value);
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int getc_character_class_id();
void setc_character_class_id(int value);
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EntityEnums::EntityType gets_entity_type();
void sets_entity_type(EntityEnums::EntityType value);
EntityEnums::EntityType getc_entity_type();
void setc_entity_type(EntityEnums::EntityType value);
String gets_player_name();
void sets_player_name(String value);
String getc_player_name();
void setc_player_name(String value);
int gets_gender();
void sets_gender(int value);
int getc_gender();
void setc_gender(int value);
int gets_level();
void sets_level(int value);
int getc_level();
void setc_level(int value);
int gets_xp();
void sets_xp(int value);
int getc_xp();
void setc_xp(int value);
Ref<CharacterClass> getc_character_class();
void setc_character_class(Ref<CharacterClass> value);
Ref<CharacterClass> gets_character_class();
void sets_character_class(Ref<CharacterClass> value);
void sinitialize_stats();
void reward_xp_for_mob(int level);
void level_up(int num = 1);
void set_level_without_modifiers(int newLevel, bool a);
void apply_level_modifiers();
void rpc_level_up();
void registers();
//// SpellCastData ////
bool gets_casting();
void sets_casting(bool value);
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int gets_spell_id();
void sets_spell_id(int value);
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float gets_current_cast_time();
void sets_current_cast_time(float value);
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float gets_cast_time();
void sets_cast_time(float value);
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float gets_spell_scale();
void sets_spell_scale(float value);
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bool getc_casting();
void setc_casting(bool value);
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int getc_spell_id();
void setc_spell_id(int value);
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float getc_current_cast_time();
void setc_current_cast_time(float value);
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float getc_cast_time();
void setc_cast_time(float value);
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String getc_spell_name();
void setc_spell_name(String value);
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Entity *gets_spell_target();
void sets_spell_target(Node *p_target);
int gets_target_guid();
int gets_spell_cast_game_object_guid();
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//// Stats ////
_FORCE_INLINE_ Ref<Stat> get_health() { return _health; }
_FORCE_INLINE_ Ref<Stat> get_mana() { return _mana; }
_FORCE_INLINE_ Ref<Stat> get_energy() { return _energy; }
_FORCE_INLINE_ Ref<Stat> get_rage() { return _rage; }
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_FORCE_INLINE_ Ref<Stat> get_speed() { return _speed; }
_FORCE_INLINE_ Ref<Stat> get_gcd() { return _gcd; }
_FORCE_INLINE_ Ref<Stat> get_melee_crit() { return _melee_crit; }
_FORCE_INLINE_ Ref<Stat> get_melee_crit_bonus() { return _melee_crit_bonus; }
_FORCE_INLINE_ Ref<Stat> get_spell_crit() { return _spell_crit; }
_FORCE_INLINE_ Ref<Stat> get_spell_crit_bonus() { return _spell_crit_bonus; }
_FORCE_INLINE_ Ref<Stat> get_block() { return _block; }
_FORCE_INLINE_ Ref<Stat> get_parry() { return _parry; }
_FORCE_INLINE_ Ref<Stat> get_damage_reduction() { return _damage_reduction; }
_FORCE_INLINE_ Ref<Stat> get_melee_damage_reduction() { return _melee_damage_reduction; }
_FORCE_INLINE_ Ref<Stat> get_spell_damage_reduction() { return _spell_damage_reduction; }
_FORCE_INLINE_ Ref<Stat> get_damage_taken() { return _damage_taken; }
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_FORCE_INLINE_ Ref<Stat> get_heal_taken() { return _heal_taken; }
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_FORCE_INLINE_ Ref<Stat> get_melee_damage() { return _melee_damage; }
_FORCE_INLINE_ Ref<Stat> get_spell_damage() { return _spell_damage; }
Ref<Stat> get_stat_int(int index);
void set_stat_int(int index, Ref<Stat> entry);
Ref<Stat> get_stat_enum(Stat::StatId stat_id);
void set_stat_enum(Stat::StatId stat_id, Ref<Stat> entry);
//// Resources ////
Ref<EntityResource> gets_resource(int index);
void adds_resource(Ref<EntityResource> resource);
int gets_resource_count();
void removes_resource(int index);
Ref<EntityResource> getc_resource(int index);
void addc_resource(Ref<EntityResource> resource);
int getc_resource_count();
void removec_resource(int index);
//GCD
bool getc_has_global_cooldown();
bool gets_has_global_cooldown();
bool getc_global_cooldown();
bool gets_global_cooldown();
void sstart_global_cooldown(float value);
void cstart_global_cooldown(float value);
//// States ////
int getc_state();
void setc_state(int state);
int gets_state();
void sets_state(int state);
void sadd_state_ref(int state_index);
void sremove_state_ref(int state_index);
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//// SpellSystem ////
//EventHandlers
void son_before_aura_applied(Ref<AuraData> data);
void son_after_aura_applied(Ref<AuraData> data);
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void son_hit(Ref<SpellDamageInfo> data);
void son_before_damage(Ref<SpellDamageInfo> data);
void son_damage_receive(Ref<SpellDamageInfo> data);
void son_dealt_damage(Ref<SpellDamageInfo> data);
void son_damage_dealt(Ref<SpellDamageInfo> data);
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void son_before_heal(Ref<SpellHealInfo> data);
void son_heal_receive(Ref<SpellHealInfo> data);
void son_dealt_heal(Ref<SpellHealInfo> data);
void son_heal_dealt(Ref<SpellHealInfo> data);
void son_before_cast(Ref<SpellCastInfo> info);
void son_before_cast_target(Ref<SpellCastInfo> info);
void son_cast_finished_target(Ref<SpellCastInfo> info);
void son_cast_finished(Ref<SpellCastInfo> info);
void son_cast_started(Ref<SpellCastInfo> info);
void son_cast_failed(Ref<SpellCastInfo> info);
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//Clientside EventHandlers
void con_cast_failed(Ref<SpellCastInfo> info);
void con_cast_started(Ref<SpellCastInfo> info);
void con_cast_state_changed(Ref<SpellCastInfo> info);
void con_cast_finished(Ref<SpellCastInfo> info);
void con_spell_cast_success(Ref<SpellCastInfo> info);
//Modifiers/Requesters
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void sapply_passives_damage_receive(Ref<SpellDamageInfo> data);
void sapply_passives_damage_deal(Ref<SpellDamageInfo> data);
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void sapply_passives_heal_receive(Ref<SpellHealInfo> data);
void sapply_passives_heal_deal(Ref<SpellHealInfo> data);
//Spell operations
void scast_spell(int spell_id);
void crequest_spell_cast(int spell_id);
//Damage Operations
void stake_damage(Ref<SpellDamageInfo> data);
void sdeal_damage_to(Ref<SpellDamageInfo> data);
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//Heal Operations
void stake_heal(Ref<SpellHealInfo> data);
void sdeal_heal_to(Ref<SpellHealInfo> data);
//Aura Manipulation
void sadd_aura(Ref<AuraData> aura);
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void sremove_aura(Ref<AuraData> aura);
void sremove_aura_exact(Ref<AuraData> aura);
void sremove_aura_expired(Ref<AuraData> aura);
void sremove_aura_dispelled(Ref<AuraData> aura);
void saura_refreshed(Ref<AuraData> aura);
void cadd_aura(Ref<AuraData> aura);
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void cremove_aura(Ref<AuraData> aura);
void cremove_aura_exact(Ref<AuraData> aura);
void cremove_aura_expired(Ref<AuraData> aura);
void cremove_aura_dispelled(Ref<AuraData> aura);
void caura_refreshed(Ref<AuraData> aura);
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void sremove_auras_with_group(int aura_group);
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int sget_aura_count();
Ref<AuraData> sget_aura(int index);
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int cget_aura_count();
Ref<AuraData> cget_aura(int index);
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//Hooks
void moved();
//Update
void update_auras(float delta);
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//Clientside hooks
void creceive_damage_taken(Ref<SpellDamageInfo> data);
void creceiveon_damage_dealt(Ref<SpellDamageInfo> data);
void creceive_heal_taken(Ref<SpellHealInfo> data);
void creceiveon_heal_dealt(Ref<SpellHealInfo> data);
//Old, hook loading update when needed
void setup_on_player_moves(Entity *bopmccc, Vector<int> *sspells); //load -> remove, just store spellIds
//Old stuff, remove or update
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void die();
void resurrect();
void creceive_resurrect();
void creceive_died();
void creceive_mana_changed(int amount);
bool gets_is_dead();
bool getc_is_dead();
void son_death();
//// Casting System ////
Ref<SpellCastInfo> gets_spell_cast_info();
void sets_spell_cast_info(Ref<SpellCastInfo> info);
Ref<SpellCastInfo> getc_spell_cast_info();
void setc_spell_cast_info(Ref<SpellCastInfo> info);
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void sstart_casting(Ref<SpellCastInfo> info);
void sfail_cast();
void sdelay_cast();
void sfinish_cast();
void sinterrupt_cast();
void cstart_casting(Ref<SpellCastInfo> info);
void cfail_cast();
void cdelay_cast();
void cfinish_cast();
void cinterrupt_cast();
//// Cooldowns ////
Vector<Ref<Cooldown> > *gets_cooldowns();
Vector<Ref<Cooldown> > *getc_cooldowns();
HashMap<int, Ref<Cooldown> > *gets_cooldown_map();
HashMap<int, Ref<Cooldown> > *getc_cooldown_map();
bool hass_cooldown(int spell_id);
void adds_cooldown(int spell_id, float value);
void removes_cooldown(int spell_id);
Ref<Cooldown> gets_cooldown(int spell_id);
Ref<Cooldown> gets_cooldown_index(int index);
int gets_cooldown_count();
bool hasc_cooldown(int spell_id);
void addc_cooldown(int spell_id, float value);
void removec_cooldown(int spell_id);
Ref<Cooldown> getc_cooldown(int spell_id);
Ref<Cooldown> getc_cooldown_index(int index);
int getc_cooldown_count();
//Category Cooldowns
Vector<Ref<CategoryCooldown> > *gets_category_cooldowns();
Vector<Ref<CategoryCooldown> > *getc_category_cooldowns();
HashMap<int, Ref<CategoryCooldown> > * gets_category_cooldown_map();
HashMap<int, Ref<CategoryCooldown> > * getc_category_cooldown_map();
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bool hass_category_cooldown(int category_id);
void adds_category_cooldown(int category_id, float value);
void removes_category_cooldown(int category_id);
Ref<CategoryCooldown> gets_category_cooldown(int category_id);
Ref<CategoryCooldown> gets_category_cooldown_index(int index);
int gets_category_cooldown_count();
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bool hasc_category_cooldown(int category_id);
void addc_category_cooldown(int category_id, float value);
void removec_category_cooldown(int spell_id);
Ref<CategoryCooldown> getc_category_cooldown(int category_id);
Ref<CategoryCooldown> getc_category_cooldown_index(int index);
int getc_category_cooldown_count();
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//// TargetComponent ////
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void crequest_target_change(NodePath path);
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void net_sets_target(NodePath path);
void net_setc_target(NodePath path);
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Entity *gets_target();
void sets_target(Node *p_target);
Entity *getc_target();
void setc_target(Node *p_target);
//// TalentComponent ////
void csend_request_rank_increase(int talentID);
void csend_request_rank_decrease(int talentID);
void ssend_rank(int talentID, int rank);
void sreceive_rank_increase(int talentID);
void sreceive_rank_decrease(int talentID);
void creceive_rank(int talentID, int rank);
PlayerTalent *sget_talent(int id, bool create = false);
PlayerTalent *cget_talent(int id, bool create = false);
//// Inventory ////
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Ref<Bag> gets_bag(int index);
Ref<Bag> getc_bag(int index);
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bool stry_to_add_item(int itemId, int count);
bool stry_to_remove_item(int itemId, int count);
void ssend_add_item(int slotId, int itemId, int count);
void ssend_change_item_count(int slotId, int count);
void ssend_remove_item(int slotId);
void ssend_move_item(int slot1, int slot2);
void ssend_sent_items(String items);
void csend_swap_items(int slot1, int slot2);
void csend_craft_item_request(int craftId);
void creceive_add_item(int slotId, int itemId, int count);
void creceive_change_item_count(int slotId, int count);
void creceive_remove_item(int slotId);
void creceive_move_item(int slot1, int slot2);
void creceive_sent_items(String items);
void sreceive_swap_items(int slot1, int slot2);
bool shas_item(int itemId, int count);
bool chas_item(int itemId, int count);
int cget_item_count(int itemId);
int sget_item_count(int itemId);
bool ccan_craft(CraftDataAttribute *cda);
bool ctry_to_craft(CraftDataAttribute *cda);
bool scan_craft(CraftDataAttribute *cda);
void scraft(CraftDataAttribute *cda);
void sreceive_craft_item_msg(int craftId);
void cswap_items_in_slots(int slot1, int slot2);
void loaded();
void send_all_items();
String random_name();
String request_spell_name(int spellId);
String request_spell_description(int spellId, int level);
protected:
static void _bind_methods();
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virtual void _notification(int p_what);
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virtual void update(float delta);
private:
const float SAVE_BASE_SECONDS = 10.0;
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//// Paths ////
NodePath _character_skeleton_path;
CharacterSkeleton *_character_skeleton;
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//// PlayerData ////
int _s_guid;
int _c_guid;
int _s_class_id;
int _c_class_id;
int _s_type;
int _c_type;
int _s_gender;
int _c_gender;
int _s_level;
int _c_level;
int _s_xp;
int _c_xp;
Ref<CharacterClass> _s_character_class;
Ref<CharacterClass> _c_character_class;
int _s_send_flag;
String _s_player_name;
String _c_player_name;
//// Stats ////
Ref<Stat> _health;
Ref<Stat> _mana;
Ref<Stat> _rage;
Ref<Stat> _energy;
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Ref<Stat> _speed;
Ref<Stat> _gcd;
Ref<Stat> _melee_crit;
Ref<Stat> _melee_crit_bonus;
Ref<Stat> _spell_crit;
Ref<Stat> _spell_crit_bonus;
Ref<Stat> _block;
Ref<Stat> _parry;
Ref<Stat> _damage_reduction;
Ref<Stat> _melee_damage_reduction;
Ref<Stat> _spell_damage_reduction;
Ref<Stat> _damage_taken;
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Ref<Stat> _heal_taken;
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Ref<Stat> _melee_damage;
Ref<Stat> _spell_damage;
Ref<Stat> _stats[Stat::STAT_ID_TOTAL_STATS];
//// Resources ////
Vector<Ref<EntityResource> > _s_resources;
Vector<Ref<EntityResource> > _c_resources;
//old
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bool sIsDead;
bool cIsDead;
bool localClient;
bool s;
bool c;
float sRezTimer;
float cRezTimer;
//// GCD ////
float _s_gcd;
float _c_gcd;
//// States ////
int _s_states[EntityEnums::ENTITY_STATE_TYPE_INDEX_MAX];
int _s_state;
int _c_state;
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//// SpellCastData ////
bool _s_casting;
int _s_spell_id;
float _s_current_cast_time;
float _s_cast_time;
float _s_spell_scale;
bool _c_casting;
int _c_spell_id;
float _c_current_cast_time;
float _c_cast_time;
String _c_spell_name;
Entity *_s_spell_target;
Entity *_c_spell_target;
int _s_spell_target_guid;
int _s_spell_cast_game_object_guid;
Ref<SpellCastInfo> _s_spell_cast_info;
Ref<SpellCastInfo> _c_spell_cast_info;
//// AuraComponent ////
Vector<Ref<AuraData> > _s_auras;
Vector<Ref<AuraData> > _c_auras;
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EntityEnums::EntityType _s_entity_type;
EntityEnums::EntityType _c_entity_type;
//// Cooldowns ////
Vector<Ref<Cooldown> > _s_cooldowns;
Vector<Ref<Cooldown> > _c_cooldowns;
HashMap<int, Ref<Cooldown> > _s_cooldown_map;
HashMap<int, Ref<Cooldown> > _c_cooldown_map;
Vector<Ref<CategoryCooldown> > _s_category_cooldowns;
Vector<Ref<CategoryCooldown> > _c_category_cooldowns;
HashMap<int, Ref<CategoryCooldown> > _s_category_cooldown_map;
HashMap<int, Ref<CategoryCooldown> > _c_category_cooldown_map;
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//// targetComponent ////
int _s_target_guid;
Entity *_s_target;
Entity *_c_target;
//// TalentComponent ////
Vector<Ref<PlayerTalent> > _s_talents;
Vector<Ref<PlayerTalent> > _c_talents;
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//// Inventory ////
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Ref<Bag> _s_bags[MAX_BAG_SLOTS];
Ref<Bag> _c_bags[MAX_BAG_SLOTS];
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};
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VARIANT_ENUM_CAST(Entity::InventorySizes);
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#endif