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https://github.com/Relintai/entity_spell_system.git
synced 2025-05-09 22:41:39 +02:00
Loot data container now uses the vector based bindings.
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cd2022792b
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223276ef41
@ -1,36 +1,59 @@
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#include "loot_data_container.h"
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Ref<LootDataBase> LootDataContainter::get_entry(int index) const {
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ERR_FAIL_INDEX_V(index, MAX_ENTRIES, Ref<LootDataBase>(NULL));
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int LootDataContainter::get_num_entries() const {
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return _entries.size();
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}
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return _entries[index];
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Ref<LootDataBase> LootDataContainter::get_entry(int index) const {
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ERR_FAIL_INDEX_V(index, _entries.size(), Ref<LootDataBase>(NULL));
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return _entries.get(index);
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}
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void LootDataContainter::set_entry(const int index, const Ref<LootDataBase> ldb) {
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ERR_FAIL_INDEX(index, MAX_ENTRIES);
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ERR_FAIL_INDEX(index, _entries.size());
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_entries[index] = ldb;
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_entries.set(index, ldb);
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}
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void LootDataContainter::_get_loot(Array into) {
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for (int i = 0; i < MAX_ENTRIES; ++i) {
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for (int i = 0; i < _entries.size(); ++i) {
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if (_entries[i].is_valid()) {
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_entries[i]->get_loot(into);
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_entries.get(i)->get_loot(into);
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}
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}
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}
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Vector<Variant> LootDataContainter::get_entries() {
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Vector<Variant> r;
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for (int i = 0; i < _entries.size(); i++) {
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r.push_back(_entries[i].get_ref_ptr());
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}
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return r;
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}
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void LootDataContainter::set_entries(const Vector<Variant> &entries) {
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_entries.clear();
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for (int i = 0; i < entries.size(); i++) {
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Ref<LootDataBase> entry = Ref<LootDataBase>(entries[i]);
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_entries.push_back(entry);
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}
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}
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LootDataContainter::LootDataContainter() {
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}
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LootDataContainter::~LootDataContainter() {
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_entries.clear();
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}
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void LootDataContainter::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_get_loot", "into"), &LootDataContainter::_get_loot);
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ClassDB::bind_method(D_METHOD("get_num_entries"), &LootDataContainter::get_num_entries);
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ClassDB::bind_method(D_METHOD("get_entry", "index"), &LootDataContainter::get_entry);
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ClassDB::bind_method(D_METHOD("set_entry", "index", "ldb"), &LootDataContainter::set_entry);
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for (int i = 0; i < MAX_ENTRIES; ++i) {
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "entry_" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "LootDataBase", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "set_entry", "get_entry", i);
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}
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BIND_CONSTANT(MAX_ENTRIES);
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ClassDB::bind_method(D_METHOD("get_entries"), &LootDataContainter::get_entries);
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ClassDB::bind_method(D_METHOD("set_entries", "auras"), &LootDataContainter::set_entries);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "entries", PROPERTY_HINT_NONE, "17/17:LootDataBase", PROPERTY_USAGE_DEFAULT, "LootDataBase"), "set_entries", "get_entries");
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}
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@ -2,27 +2,30 @@
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#define LOOT_DATA_CONTAINER_H
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#include "loot_data_base.h"
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#include "core/vector.h"
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class LootDataContainter : public LootDataBase {
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GDCLASS(LootDataContainter, LootDataBase);
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public:
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int get_num_entries() const;
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Ref<LootDataBase> get_entry(const int index) const;
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void set_entry(const int index, const Ref<LootDataBase> ldb);
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void _get_loot(Array into);
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LootDataContainter();
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Vector<Variant> get_entries();
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void set_entries(const Vector<Variant> &auras);
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enum {
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MAX_ENTRIES = 6,
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};
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LootDataContainter();
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~LootDataContainter();
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protected:
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static void _bind_methods();
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private:
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Ref<LootDataBase> _entries[MAX_ENTRIES];
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Vector<Ref<LootDataBase> > _entries;
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};
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#endif
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