Commit Graph

232 Commits

Author SHA1 Message Date
38de5a7c1a Fix error in binding. 2020-04-25 19:11:45 +02:00
b3442919de Customizable stats - part 2. Removed the StatId enum. (The main stat enum still nees to be removed.) 2020-04-25 16:50:53 +02:00
384c2530d0 Started implementing _get, _set, and _get_property_list for Entity, because the ability to save them into godot scenes would be really useful. 2020-04-24 23:43:37 +02:00
4615300293 Removed the info parameter of _setup. 2020-04-24 14:56:10 +02:00
909f34af03 Renamed skeleton to body in SpeciesModelData. Now Entity can store transforms, also it now has a few more convenience getters/setters. Also it will try to instantiate the body of an entity if it is set into the species data. 2020-04-24 13:35:30 +02:00
677f138a46 Added a c_is_controller property to Entity. the server will set it to true for the owner if this is the entity they are supposed to control. 2020-04-24 00:43:18 +02:00
49db594f4a Stat and StatModifier are back to being References. I found a better way to go about serializing stats. (Most likely they'll be merged into Entity, this should simplify the background logic aswell, and make it less awkward.) 2020-04-23 18:48:49 +02:00
5f97b2d97a AuraData is a Resource now aswell. 2020-04-23 12:17:33 +02:00
9f5248b297 Stat and StatModifier is also a resource now. Stats are not yet exposed as properties, as they need a bit of rework to work properly this way. 2020-04-23 12:13:56 +02:00
a3f5c4ffbe Hide Entity's clientside properties, and Entity based properties from the inspector. Also fix a waring. 2020-04-23 11:50:06 +02:00
da2a116426 Convert saving learned spells and recipes to use paths aswell. 2020-04-19 18:42:11 +02:00
fa8f38fa5d Class profile now also uses resource paths instead of ids. 2020-04-19 17:41:42 +02:00
1893598fc3 Fix typo. 2020-04-19 17:32:51 +02:00
089c854c9e Now resource paths are used instead of ids for save files. (They are converted back on load - ids are better for networking) This makes remapping resource ids possible, which makes creating modules (and later mods into zips or pcks) simple. 2020-04-19 17:15:36 +02:00
0f823f4206 Split ESSResourceDB into 2 classes and a base class. 2020-04-15 00:24:12 +02:00
4935de4c5f Rename the EntityDataManager singleton to just simply ESS. 2020-04-14 16:55:21 +02:00
3cb26816d2 Moved the data out from EntityDataManager into a new ESSResourceDB class (Resource). The DataManager now stores an instance of this new resource instead. 2020-04-14 16:46:24 +02:00
d8ea28e221 Started reworking EntityDataManager's API, to make resource loading easily scriptable. 2020-04-14 14:15:38 +02:00
b2d4be96ea Added is_playable property to EntityData. 2020-04-13 22:04:14 +02:00
f29b01af8b Clang format. 2020-04-10 14:09:21 +02:00
9fa7c23462 Fix build for 4.0. (When 4.0 becomes stable I'll create a branch for it) 2020-04-09 12:32:05 +02:00
33bebb19b9 Added spell_train_data property to EntityData. Also fixed up and improved a few other bindings. 2020-03-20 19:20:56 +01:00
38738dc2f8 Added setting to allow spell and recipe learning into ClassProfiles. Also small fixes. 2020-03-20 03:29:36 +01:00
9493be41fb Added PlayerProfile, and now ProfileManager has clientside, and serverside variables. 2020-03-19 20:29:36 +01:00
affacaea58 Added change notifications to ProfileManager, and it's data classes. Also added option "automatic save" for the ProfileManager (still needs some work). 2020-03-18 03:04:50 +01:00
9cc99bbc27 Added a few setting to EntityDataManager for levelling. 2020-03-17 22:35:29 +01:00
3367f3bc96 Fix missing break. 2020-03-15 19:33:31 +01:00
4dce51d019 Implemented EntityResources. 2020-03-11 16:08:07 +01:00
3686150a44 Rename max property in EntityResource, as it is a gdscript method. Also renamed the current property, for consistency. 2020-03-10 16:03:23 +01:00
3e10779dbc Updated old style getters/setters to use the new style. E.g. sget_ -> gets_. 2020-02-26 21:20:54 +01:00
c5c0f2cddd Added support for item spells. 2020-02-25 14:00:55 +01:00
7666d11b2d Add use spell points setting. 2020-02-21 11:56:57 +01:00
581127cde5 Now entity also stores the class level, and class xp. Added separate class and character xp properties to EntityCreateInfo aswell. Standardized the remaining methods in XPData. 2020-02-20 12:18:55 +01:00
a2d4df0c89 Levels are now (properly) separated into class and character levels. 2020-02-19 12:17:10 +01:00
e16c021ac8 Added bindings for item use support, and marked quite a few methods/arguments as const. 2020-02-19 09:11:36 +01:00
9d3bd194ee Added support for Entity relations. 2020-02-19 08:39:30 +01:00
0bdf71c431 Remove duplicate line. 2020-02-09 21:55:23 +01:00
d33a499847 Bind the ported methods in Entity. 2020-02-03 18:12:59 +01:00
f1490c7543 Organized the data folder's classes into subfolders. 2020-02-03 13:01:17 +01:00
5ea00de13e Ported a few of Entity's virtual methods from BrokenSeals. Started reworking spawning, and Entity initialization. Moved the singletons into a new singletons folder, and renamed the profile_manager folder to profiles. 2020-02-03 11:56:52 +01:00
74eb8bcb2f Updated the license header for 2020, also added the license text to the top of the c++ files. Removed a now unneeded, unused file. 2020-01-31 19:34:47 +01:00
c072f69e2a Added quite a few const, and reference qualifiers. 2020-01-31 18:06:43 +01:00
6f3744e2cb Ran clang format on every file, I got used to it working by default in Visual Studio and I forgot about it. 2020-01-09 04:27:19 +01:00
e03146759c Work on the bindings for pet support. 2020-01-05 02:17:02 +01:00
bf28679b95 Fix performance issue with the AI. 2020-01-04 13:27:45 +01:00
6aa2df4647 Now both Entity, and WorldSpell inherit from Node, this complicates the setup by a tiny bit (Entity's body property needs to be assigned), but now the module will work in both 2D, and 3D. Also removed the compile time option. 2020-01-02 22:56:24 +01:00
47da2d28b1 Added bindings for dispells into Spell, and Aura. Cleaned up Spell's scaling bindings. The AuraTypes enum can now be used as flags aswell. Unified has_global_cooldown like bindings. 2019-12-29 01:58:25 +01:00
bc797e4ffb Added the ability to manually update Entities. This will allow for turn based games. 2019-12-28 00:44:21 +01:00
251f9e6e2a Added a son_physics_process callback to spells, spell scripts can register for it in entities. 2019-12-12 16:44:43 +01:00
e0d733eb54 Fix android compile. 2019-12-02 21:40:53 +01:00