entity_spell_system/data/spells/spell.h

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/*
Copyright (c) 2019-2020 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
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#ifndef SPELL_H
#define SPELL_H
#include "core/resource.h"
#include "scene/resources/texture.h"
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#include "../../entity_enums.h"
#include "../../spell_enums.h"
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#include "../../infos/spell_cast_info.h"
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#include "../../entities/entity.h"
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#include "../../infos/aura_infos.h"
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#include "spell_effect_visual.h"
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class Entity;
class Aura;
class SpellCastInfo;
class Spell;
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class CraftRecipe;
class EntityResourceCostData;
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class EntitySkillData;
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class SpellDamageInfo;
class SpellHealInfo;
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enum TargetRelationType {
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TARGET_SELF = 1 << 0,
TARGET_ENEMY = 1 << 1,
TARGET_FRIENDLY = 1 << 2
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};
VARIANT_ENUM_CAST(TargetRelationType);
enum SpellTargetType {
SPELL_TARGET_TYPE_SELF,
SPELL_TARGET_TYPE_TARGET,
SPELL_TARGET_TYPE_AROUND,
SPELL_TARGET_TYPE_FRONT,
SPELL_TARGET_TYPE_AROUND_TARGET
};
VARIANT_ENUM_CAST(SpellTargetType);
enum SpellAOETargetType {
SPELL_AOE_TARGET_TYPE_CASTER,
SPELL_AOE_TARGET_TYPE_TARGET,
SPELL_AOE_TARGET_TYPE_GOUND_TARGET_SELECTION,
SPELL_AOE_TARGET_TYPE_RANDOM
};
VARIANT_ENUM_CAST(SpellAOETargetType);
class Spell : public Resource {
GDCLASS(Spell, Resource);
public:
int get_id() const;
void set_id(const int value);
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int spell_type_get() const;
void spell_type_set(const int value);
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SpellEnums::SpellCategory get_spell_category() const;
void set_spell_category(const SpellEnums::SpellCategory value);
bool get_hide_from_actionbar() const;
void set_hide_from_actionbar(const bool value);
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float get_cooldown() const;
void set_cooldown(const float value);
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SpellTargetType get_target_type() const;
void set_target_type(const SpellTargetType value);
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TargetRelationType get_target_relation_type() const;
void set_target_relation_type(const TargetRelationType value);
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int get_level() const;
void set_level(const int value);
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int get_rank() const;
void set_rank(const int value);
bool get_scale_with_level() const;
void set_scale_with_level(const bool value);
Ref<ItemTemplate> get_item_cost();
void set_item_cost(const Ref<ItemTemplate> &value);
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Ref<ItemTemplate> get_required_item();
void set_required_item(const Ref<ItemTemplate> &value);
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Ref<EntityResourceCostData> get_resource_cost();
void set_resource_cost(const Ref<EntityResourceCostData> &value);
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Ref<EntityResourceCostData> get_resource_give();
void set_resource_give(const Ref<EntityResourceCostData> &value);
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bool get_global_cooldown_enabled() const;
void set_global_cooldown_enabled(const bool value);
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bool get_is_local_spell() const;
void set_is_local_spell(const bool value);
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Ref<Texture> get_icon();
void set_icon(const Ref<Texture> &value);
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String get_text_translation_key() const;
void set_text_translation_key(const String &value);
String get_text_description() const;
void set_text_description(const String &value);
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Ref<SpellEffectVisual> get_visual_spell_effects();
void set_visual_spell_effects(const Ref<SpellEffectVisual> &value);
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Ref<CraftRecipe> get_teaches_craft_recipe();
void set_teaches_craft_recipe(const Ref<CraftRecipe> &value);
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//Caster Aura Apply
int get_num_caster_aura_applys() const;
void set_num_caster_aura_applys(const int value);
Ref<Aura> caster_get_aura_apply(const int index);
void caster_set_aura_apply(const int index, const Ref<Aura> &caster_aura_apply);
Vector<Variant> caster_get_aura_applys();
void caster_set_aura_applys(const Vector<Variant> &caster_aura_applys);
//Target Aura Apply
int get_num_target_aura_applys() const;
void set_num_target_aura_applys(const int value);
Ref<Aura> get_target_aura_apply(const int index);
void set_target_aura_apply(const int index, const Ref<Aura> &target_aura_apply);
Vector<Variant> get_target_aura_applys();
void set_target_aura_applys(const Vector<Variant> &target_aura_applys);
//Apply Auras On Learn
int get_num_on_learn_auras() const;
void set_num_on_learn_auras(const int value);
Ref<Aura> get_on_learn_aura(const int index);
void set_on_learn_aura(const int index, const Ref<Aura> &on_learn_aura);
Vector<Variant> get_on_learn_auras();
void set_on_learn_auras(const Vector<Variant> &on_learn_auras);
//Range
bool range_get_enabled() const;
void range_set_enabled(const bool value);
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float range_get() const;
void range_set(const float value);
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bool cast_time_get_enabled() const;
void cast_time_set_enabled(const bool value);
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float cast_time_get() const;
void cast_time_set(const float value);
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//Delay
bool projectile_get_use_time() const;
void projectile_set_use_time(const bool value);
float projectile_get_time() const;
void projectile_set_time(const float value);
bool projectile_get_use_speed() const;
void projectile_set_use_speed(const bool value);
float projectile_get_speed() const;
void projectile_set_speed(const float value);
Ref<PackedScene> projectile_get_scene() const;
void projectile_set_scene(const Ref<PackedScene> &value);
//Damage
bool damage_get_enabled() const;
void damage_set_enabled(const bool value);
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int damage_get_type() const;
void damage_set_type(const int value);
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int damage_get_min() const;
void damage_set_min(const int value);
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int damage_get_max() const;
void damage_set_max(const int value);
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int damage_get_scale_stat() const;
void damage_set_scale_stat(const int value);
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float damage_get_scale_coeff() const;
void damage_set_scale_coeff(const float value);
bool heal_get_enabled() const;
void heal_set_enabled(const bool value);
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int heal_get_min() const;
void heal_set_min(const int value);
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int heal_get_max() const;
void heal_set_max(const int value);
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int heal_get_scale_stat() const;
void heal_set_scale_stat(const int value);
float heal_get_scale_coeff() const;
void heal_set_scale_coeff(const float value);
//Dispells
bool dispell_get_enabled() const;
void dispell_set_enabled(const bool value);
int dispell_get_count_min() const;
void dispell_set_count_min(const int value);
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int dispell_get_count_max() const;
void dispell_set_count_max(const int value);
int dispell_get_aura_types() const;
void dispell_set_aura_types(const int value);
//Target
bool get_needs_target() const;
void set_needs_target(const bool value);
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bool get_can_move_while_casting() const;
void set_can_move_while_casting(const bool value);
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bool get_interrupt_enabled() const;
void set_interrupt_enabled(const bool value);
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float get_interrupt_time() const;
void set_interrupt_time(const float value);
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//AOE
bool get_is_aoe() const;
void set_is_aoe(const bool value);
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SpellAOETargetType get_aoe_target_type() const;
void set_aoe_target_type(const SpellAOETargetType value);
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SpellEnums::ColliderType get_aoe_collider_type() const;
void set_aoe_collider_type(const SpellEnums::ColliderType value);
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float get_aoe_radius() const;
void set_aoe_radius(const float value);
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Vector3 get_aoe_box_extents() const;
void set_aoe_box_extents(const Vector3 value);
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int get_spell_cooldown_mainpulation_data_count() const;
void set_spell_cooldown_mainpulation_data_count(const int value);
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int get_training_cost() const;
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void set_training_cost(int value);
Ref<Spell> get_training_required_spell();
void set_training_required_spell(const Ref<Spell> &spell);
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Ref<EntitySkillData> get_training_required_skill();
void set_training_required_skill(const Ref<EntitySkillData> &skill);
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int get_training_required_skill_level() const;
void set_training_required_skill_level(const int value);
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//// Spell Script ////
float PLAYER_HIT_RADIUS;
//Commands, c++ only
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void cast_starts_simple(Entity *caster, float spell_scale);
void cast_interrupts_simple(Entity *caster);
void cast_starts_triggered_simple(Entity *caster);
//Commands
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void cast_starts(Ref<SpellCastInfo> info);
void cast_starts_triggered(Ref<SpellCastInfo> info);
void cast_interrupts(Ref<SpellCastInfo> info);
void cast_finishs(Ref<SpellCastInfo> info);
//eventhandlers
void son_cast_player_moved(Ref<SpellCastInfo> info);
void son_cast_damage_received(Ref<SpellCastInfo> info);
void son_spell_hit(Ref<SpellCastInfo> info);
void son_physics_process(Ref<SpellCastInfo> info, float delta);
//Clientside Event Handlers
void notification_scast(int what, Ref<SpellCastInfo> info);
void notification_ccast(int what, Ref<SpellCastInfo> info);
//Calculations / Queries
void calculate_initial_damage(Ref<SpellDamageInfo> data);
void handle_spell_damage(Ref<SpellDamageInfo> data);
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void calculate_initial_heal(Ref<SpellHealInfo> data);
void handle_spell_heal(Ref<SpellHealInfo> data);
void handle_projectile(Ref<SpellCastInfo> info);
void handle_effect(Ref<SpellCastInfo> info);
void handle_gcd(Ref<SpellCastInfo> info);
void handle_cooldown(Ref<SpellCastInfo> info);
String get_name_translated() const;
String get_description(const int class_level, const int character_level);
String _get_description(const int class_level, const int character_level);
Spell();
~Spell();
protected:
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virtual void _cast_starts(Ref<SpellCastInfo> info);
virtual void _cast_finishs(Ref<SpellCastInfo> info);
virtual void _son_cast_player_moved(Ref<SpellCastInfo> info);
virtual void _son_spell_hit(Ref<SpellCastInfo> info);
virtual void _calculate_initial_damage(Ref<SpellDamageInfo> data);
virtual void _handle_spell_damage(Ref<SpellDamageInfo> data);
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virtual void _calculate_initial_heal(Ref<SpellHealInfo> data);
virtual void _handle_spell_heal(Ref<SpellHealInfo> data);
virtual void _handle_projectile(Ref<SpellCastInfo> info);
virtual void _handle_effect(Ref<SpellCastInfo> info);
void _validate_property(PropertyInfo &property) const;
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static void _bind_methods();
private:
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int _id;
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int _spell_type;
SpellEnums::SpellCategory _spell_category;
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bool _hide_from_actionbar;
float _cooldown;
SpellTargetType _target_type;
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TargetRelationType _target_relation_type;
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Vector<Ref<Aura> > _caster_aura_applys;
Vector<Ref<Aura> > _target_aura_applys;
Vector<Ref<Aura> > _on_learn_auras;
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int _level;
int _rank;
bool _scale_with_level;
Ref<ItemTemplate> _item_cost;
Ref<ItemTemplate> _required_item;
Ref<EntityResourceCostData> _resource_cost;
Ref<EntityResourceCostData> _resource_give;
bool _global_cooldown_enabled;
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bool _is_local_spell;
Ref<Texture> _icon;
String _text_translation_key;
String _text_description;
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Ref<SpellEffectVisual> _visual_spell_effects;
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Ref<CraftRecipe> _teaches_craft_recipe;
bool _range_enabled;
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float _range;
//Delay
bool _projectile_use_time;
float _projectile_time;
bool _projectile_use_speed;
float _projectile_speed;
Ref<PackedScene> _projectile_scene;
bool _damage_enabled;
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int _damage_type;
int _damage_min;
int _damage_max;
int _damage_scale_stat;
float _damage_scale_coeff;
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bool _heal_enabled;
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int _heal_min;
int _heal_max;
int _heal_scale_stat;
float _heal_scale_coeff;
bool _dispell_enabled;
int _dispell_count_min;
int _dispell_count_max;
int _dispell_aura_types;
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bool _cast_time_enabled;
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float _cast_time;
bool _needs_target;
bool _can_move_while_casting;
bool _interrupt_enabled;
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float _interrupt_time;
bool _is_aoe;
SpellAOETargetType _aoe_targetType;
SpellEnums::ColliderType _aoe_colliderType;
float _aoe_radius;
Vector3 _aoe_box_extents;
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int _spell_cooldown_mainpulation_data_count;
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int _training_cost;
Ref<Spell> _training_required_spell;
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Ref<EntitySkillData> _training_required_skill;
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int _training_required_skill_level;
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};
#endif