entity_spell_system/entity_data_manager.h

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#ifndef ENTITY_DATA_MANAGER_H
#define ENTITY_DATA_MANAGER_H
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#include "core/array.h"
#include "core/hash_map.h"
#include "core/io/json.h"
#include "core/variant.h"
#include "core/vector.h"
#include "core/resource.h"
#include "core/ustring.h"
#include "scene/main/node.h"
#include "core/bind/core_bind.h"
#include "item_enums.h"
#include "./data/xp_data.h"
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class Aura;
class Spell;
class EntityData;
class CraftRecipe;
class ItemTemplate;
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class EntityDataManager : public Node {
GDCLASS(EntityDataManager, Node);
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public:
static EntityDataManager *get_instance();
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Ref<Aura> get_skill_for_armor_type(int index);
void set_skill_for_armor_type(int index, Ref<Aura> aura);
String get_xp_data_path();
void set_xp_data_path(String path);
Ref<XPData> get_xp_data();
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String get_entity_datas_folder();
void set_entity_datas_folder(String folder);
Vector<Ref<EntityData> > *get_entity_datas();
Ref<EntityData> get_entity_data(int class_id);
Ref<EntityData> get_entity_data_index(int index);
int get_entity_data_count();
void add_entity_data(Ref<EntityData> cls);
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String get_spells_folder();
void set_spells_folder(String folder);
Vector<Ref<Spell> > *get_spells();
Ref<Spell> get_spell(int spell_id);
Ref<Spell> get_spell_index(int index);
int get_spell_count();
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void add_spell(Ref<Spell> spell);
String get_auras_folder();
void set_auras_folder(String folder);
Vector<Ref<Aura> > *get_auras();
Ref<Aura> get_aura(int aura_id);
Ref<Aura> get_aura_index(int index);
int get_aura_count();
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void add_aura(Ref<Aura> aura);
String get_craft_data_folder();
void set_craft_data_folder(String folder);
Vector<Ref<CraftRecipe> > *get_craft_datas();
Ref<CraftRecipe> get_craft_data(int craft_id);
Ref<CraftRecipe> get_craft_data_index(int index);
int get_craft_data_count();
void add_craft_data(Ref<CraftRecipe> aura);
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String get_item_template_folder();
void set_item_template_folder(String folder);
Vector<Ref<ItemTemplate> > *get_item_templates();
void add_item_template(Ref<ItemTemplate> aura);
Ref<ItemTemplate> get_item_template(int item_id);
Ref<ItemTemplate> get_item_template_index(int index);
int get_item_template_count();
String get_mob_data_folder();
void set_mob_data_folder(String folder);
Vector<Ref<EntityData> > *get_mob_datas();
void add_mob_data(Ref<EntityData> aura);
Ref<EntityData> get_mob_data(int item_id);
Ref<EntityData> get_mob_data_index(int index);
int get_mob_data_count();
String get_player_character_data_folder();
void set_player_character_data_folder(String folder);
Vector<Ref<EntityData> > *get_player_character_datas();
void add_player_character_data(Ref<EntityData> aura);
Ref<EntityData> get_player_character_data(int item_id);
Ref<EntityData> get_player_character_data_index(int index);
int get_player_character_data_count();
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void load_all();
void load_xp_data();
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void load_spells();
void load_auras();
void load_characters();
void load_craft_datas();
void load_item_templates();
void load_mob_datas();
void load_player_character_datas();
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void list_characters();
void list_spells();
void list_auras();
void list_craft_data();
void list_item_templates();
void list_mob_datas();
void list_player_character_datas();
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bool get_automatic_load() { return _automatic_load; }
void set_automatic_load(bool load) { _automatic_load = load; }
EntityDataManager();
~EntityDataManager();
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protected:
static void _bind_methods();
void _notification(int p_what);
private:
String _xp_data_path;
Ref<XPData> _xp_data;
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String _entity_datas_folder;
Vector<Ref<EntityData> > _entity_datas;
HashMap<int, Ref<EntityData> > _entity_data_map;
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String _spells_folder;
Vector<Ref<Spell> > _spells;
HashMap<int, Ref<Spell> > _spell_map;
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String _auras_folder;
Vector<Ref<Aura> > _auras;
HashMap<int, Ref<Aura> > _aura_map;
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String _craft_data_folder;
Vector<Ref<CraftRecipe> > _craft_datas;
HashMap<int, Ref<CraftRecipe> > _craft_data_map;
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String _item_template_folder;
Vector<Ref<ItemTemplate> > _item_templates;
HashMap<int, Ref<ItemTemplate> > _item_template_map;
String _mob_data_folder;
Vector<Ref<EntityData> > _mob_datas;
HashMap<int, Ref<EntityData> > _mob_data_map;
String _player_character_data_folder;
Vector<Ref<EntityData> > _player_character_datas;
HashMap<int, Ref<EntityData> > _player_character_data_map;
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Ref<Aura> _armor_type_skills[ItemEnums::ARMOR_TYPE_MAX];
static EntityDataManager *instance;
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bool _automatic_load;
};
#endif