entity_spell_system/entities/data/entity_data.h

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#ifndef ENTITY_DATA_H
#define ENTITY_DATA_H
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#include "core/resource.h"
#include "core/ustring.h"
#include "core/vector.h"
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#include "scene/resources/texture.h"
#include "../../entities/stats/stat_data.h"
#include "../../entity_enums.h"
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#include "../../entities/auras/aura_data.h"
#include "../../pipelines/spell_damage_info.h"
#include "../../pipelines/spell_heal_info.h"
#include "../../utility/category_cooldown.h"
#include "../../utility/cooldown.h"
#include "../../loot/loot_data_base.h"
#include "entity_class_data.h"
#include "item_container_data.h"
#include "../../data/equipment_data.h"
#include "../../skeleton/entity_species_data.h"
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#include "../../formations/ai_formation.h"
#include "../ai/entity_ai.h"
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class Aura;
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class Spell;
class Entity;
class CharacterSpec;
class Entity;
class SpellCastInfo;
class AIAction;
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class VendorItemData;
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class CraftRecipe;
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class EntityData : public Resource {
GDCLASS(EntityData, Resource);
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public:
int get_id() const;
void set_id(const int value);
String get_text_description() const;
void set_text_description(const String value);
Ref<EntityData> get_inherits() const;
void set_inherits(const Ref<EntityData> &value);
EntityEnums::EntityType get_entity_type() const;
void set_entity_type(const EntityEnums::EntityType value);
EntityEnums::EntityInteractionType get_entity_interaction_type() const;
void set_entity_interaction_type(const EntityEnums::EntityInteractionType value);
int get_immunity_flags() const;
void set_immunity_flags(const int value);
int get_entity_flags() const;
void set_entity_flags(const int value);
EntityEnums::EntityController get_entity_controller() const;
void set_entity_controller(const EntityEnums::EntityController value);
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int get_money() const;
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void set_money(int value);
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int get_bag_size() const;
void set_bag_size(int value);
Ref<EntitySpeciesData> get_entity_species_data() const;
void set_entity_species_data(const Ref<EntitySpeciesData> &value);
Ref<EntityClassData> get_entity_class_data() const;
void set_entity_class_data(const Ref<EntityClassData> &data);
Ref<EquipmentData> get_equipment_data() const;
void set_equipment_data(const Ref<EquipmentData> &data);
Ref<EntityAI> get_ai() const;
void set_ai(const Ref<EntityAI> &ai);
Ref<EntityAI> get_ai_instance();
Ref<EntityAI> _get_ai_instance();
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Ref<AIFormation> get_formation() const;
void set_formation(const Ref<AIFormation> data);
Ref<LootDataBase> get_loot_db() const;
void set_loot_db(const Ref<LootDataBase> data);
Ref<VendorItemData> get_vendor_item_data() const;
void set_vendor_item_data(const Ref<VendorItemData> data);
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Ref<ItemContainerData> get_item_container_data() const;
void set_item_container_data(const Ref<ItemContainerData> data);
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//Craft Recipes
int get_num_craft_recipes() const;
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Ref<CraftRecipe> get_craft_recipe(int index);
void set_craft_recipe(int index, Ref<CraftRecipe> recipe);
Vector<Variant> get_craft_recipes() const;
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void set_craft_recipes(const Vector<Variant> &recipe);
String generate_name();
//Setup
void setup_resources(Entity *entity);
//// Interactions ////
bool cans_interact(Entity *entity);
bool cans_interact_bind(Node *entity);
void sinteract(Entity *entity);
void sinteract_bind(Node *entity);
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//// Spell System ////
void start_casting(int spell_id, Entity *caster, float spellScale);
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);
void son_spell_cast_success(Ref<SpellCastInfo> info);
void son_before_damage_hit(Ref<SpellDamageInfo> data);
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);
void son_before_heal_hit(Ref<SpellHealInfo> data);
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_aura_applied(Ref<AuraData> data);
void son_after_aura_applied(Ref<AuraData> data);
void son_death(Entity *entity);
void son_death_bind(Node *entity);
void son_cooldown_added(Ref<Cooldown> cooldown);
void son_cooldown_removed(Ref<Cooldown> cooldown);
void son_category_cooldown_added(Ref<CategoryCooldown> category_cooldown);
void son_category_cooldown_removed(Ref<CategoryCooldown> category_cooldown);
void son_gcd_started(Entity *entity, float gcd);
void son_gcd_finished(Entity *entity);
void son_gcd_started_bind(Node *entity, float gcd);
void son_gcd_finished_bind(Node *entity);
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void son_xp_gained(Entity *entity, int value);
void son_xp_gained_bind(Node *entity, int value);
void son_level_up(Entity *entity, int value);
void son_level_up_bind(Node *entity, int value);
//Clientside Event Handlers
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);
void con_death(Entity *entity);
void con_death_bind(Node *entity);
void con_cooldown_added(Ref<Cooldown> cooldown);
void con_cooldown_removed(Ref<Cooldown> cooldown);
void con_category_cooldown_added(Ref<CategoryCooldown> category_cooldown);
void con_category_cooldown_removed(Ref<CategoryCooldown> category_cooldown);
void con_aura_added(Ref<AuraData> data);
void con_aura_removed(Ref<AuraData> data);
void con_aura_refresh(Ref<AuraData> data);
void con_damage_dealt(Ref<SpellDamageInfo> info);
void con_dealt_damage(Ref<SpellDamageInfo> info);
void con_heal_dealt(Ref<SpellHealInfo> info);
void con_dealt_heal(Ref<SpellHealInfo> info);
void con_gcd_started(Entity *entity, float gcd);
void con_gcd_finished(Entity *entity);
void con_gcd_started_bind(Node *entity, float gcd);
void con_gcd_finished_bind(Node *entity);
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void con_xp_gained(Entity *entity, int value);
void con_xp_gained_bind(Node *entity, int value);
void con_level_up(Entity *entity, int value);
void con_level_up_bind(Node *entity, int value);
//Equipment
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bool should_deny_equip(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item);
bool should_deny_equip_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item);
void son_equip_success(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void son_equip_success_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void son_equip_fail(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void son_equip_fail_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void con_equip_success(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void con_equip_success_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void con_equip_fail(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void con_equip_fail_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
EntityData();
~EntityData();
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protected:
static void _bind_methods();
private:
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int _id;
Ref<EntityData> _inherits;
EntityEnums::EntityType _entity_type;
EntityEnums::EntityInteractionType _interaction_type;
int _immunity_flags;
int _entity_flags;
EntityEnums::EntityController _entity_controller;
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String _text_description;
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int _money;
int _bag_size;
Ref<EntityClassData> _entity_class_data;
Ref<EntitySpeciesData> _entity_species_data;
Ref<EquipmentData> _equipment_data;
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Ref<EntityAI> _ai;
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Ref<AIFormation> _formation;
Ref<LootDataBase> _lootdb;
Ref<VendorItemData> _vendor_item_data;
Ref<ItemContainerData> _item_container_data;
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Vector<Ref<CraftRecipe> > _craft_recipes;
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};
#endif