#ifndef ENTITY_DATA_H #define ENTITY_DATA_H #include "core/resource.h" #include "core/vector.h" #include "core/ustring.h" #include "scene/resources/texture.h" #include "../../entities/stats/stat_data.h" #include "../../entity_enums.h" #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" class Aura; class Spell; class Entity; class CharacterSpec; class Entity; class SpellCastInfo; class AIAction; class VendorItemData; class CraftRecipe; class EntityData : public Resource { GDCLASS(EntityData, Resource); public: int get_id(); void set_id(int value); String get_entity_name(); void set_entity_name(String value); Ref get_inherits(); void set_inherits(Ref value); EntityEnums::EntityType get_entity_type(); void set_entity_type(EntityEnums::EntityType value); EntityEnums::EntityInteractionType get_entity_interaction_type(); void set_entity_interaction_type(EntityEnums::EntityInteractionType value); int get_immunity_flags(); void set_immunity_flags(int value); int get_entity_flags(); void set_entity_flags(int value); EntityEnums::EntityController get_entity_controller(); void set_entity_controller(EntityEnums::EntityController value); int get_money(); void set_money(int value); int get_bag_size(); void set_bag_size(int value); Ref get_entity_class_data(); void set_entity_class_data(Ref data); Ref get_equipment_data(); void set_equipment_data(Ref data); Ref get_loot_db() const; void set_loot_db(const Ref data); Ref get_vendor_item_data() const; void set_vendor_item_data(const Ref data); Ref get_item_container_data() const; void set_item_container_data(const Ref data); //Craft Recipes int get_num_craft_recipes(); Ref get_craft_recipe(int index); void set_craft_recipe(int index, Ref recipe); Vector get_craft_recipes(); void set_craft_recipes(const Vector &recipe); /* Vector get_mob_party_ids(); void set_mob_party_ids(Vector ids); Vector get_mob_dislike_ids(); void set_mob_dislike_ids(Vector ids); */ //MobSpellData *getMobSpellData(); //void setMobSpellData(MobSpellData *value); //int get_inspector_max_spells(); //void set_inspector_max_spells(int value); String generate_name(); //Setup void setup_resources(Entity *entity); //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); //// Spell System //// void start_casting(int spell_id, Entity *caster, float spellScale); void son_before_cast(Ref info); void son_before_cast_target(Ref info); void son_cast_finished_target(Ref info); void son_cast_finished(Ref info); void son_cast_started(Ref info); void son_cast_failed(Ref info); void son_spell_cast_success(Ref info); void son_before_damage_hit(Ref data); void son_hit(Ref data); void son_before_damage(Ref data); void son_damage_receive(Ref data); void son_dealt_damage(Ref data); void son_damage_dealt(Ref data); void son_before_heal_hit(Ref data); void son_before_heal(Ref data); void son_heal_receive(Ref data); void son_dealt_heal(Ref data); void son_heal_dealt(Ref data); void son_before_aura_applied(Ref data); void son_after_aura_applied(Ref data); void son_death(Entity *entity); void son_death_bind(Node *entity); void son_cooldown_added(Ref cooldown); void son_cooldown_removed(Ref cooldown); void son_category_cooldown_added(Ref category_cooldown); void son_category_cooldown_removed(Ref 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); 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 info); void con_cast_started(Ref info); void con_cast_state_changed(Ref info); void con_cast_finished(Ref info); void con_spell_cast_success(Ref info); void con_death(Entity *entity); void con_death_bind(Node *entity); void con_cooldown_added(Ref cooldown); void con_cooldown_removed(Ref cooldown); void con_category_cooldown_added(Ref category_cooldown); void con_category_cooldown_removed(Ref category_cooldown); void con_aura_added(Ref data); void con_aura_removed(Ref data); void con_aura_refresh(Ref data); void con_damage_dealt(Ref info); void con_dealt_damage(Ref info); void con_heal_dealt(Ref info); void con_dealt_heal(Ref 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); 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 void son_equip_success(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref item, Ref old_item, int bag_slot); void son_equip_success_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref item, Ref old_item, int bag_slot); void son_equip_fail(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref item, Ref old_item, int bag_slot); void son_equip_fail_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref item, Ref old_item, int bag_slot); void con_equip_success(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref item, Ref old_item, int bag_slot); void con_equip_success_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref item, Ref old_item, int bag_slot); void con_equip_fail(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref item, Ref old_item, int bag_slot); void con_equip_fail_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref item, Ref old_item, int bag_slot); // AI // void sai_follow(Entity *entity); void sai_rest(Entity *entity); void sai_regenerate(Entity *entity); void sai_attack(Entity *entity); void sai_follow_bind(Node *entity); void sai_rest_bind(Node *entity); void sai_regenerate_bind(Node *entity); void sai_attack_bind(Node *entity); EntityData(); ~EntityData(); protected: static void _bind_methods(); private: int _id; Ref _inherits; EntityEnums::EntityType _entity_type; EntityEnums::EntityInteractionType _interaction_type; int _immunity_flags; int _entity_flags; EntityEnums::EntityController _entity_controller; String _entity_name; int _money; int _bag_size; Ref _entity_class_data; Ref _equipment_data; Ref _lootdb; Ref _vendor_item_data; Ref _item_container_data; Vector > _craft_recipes; //Vector _mob_party_ids; //Vector _mob_dislike_ids; //MobSpellData *_mob_spell_data; }; #endif