/* Copyright (c) 2019-2021 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. */ #ifndef LOOT_DATA_BASE_H #define LOOT_DATA_BASE_H #include "core/version.h" #if VERSION_MAJOR > 3 #include "core/templates/vector.h" #include "core/variant/array.h" #else #include "core/vector.h" #include "core/array.h" #endif #include "../items/item_template.h" class LootDataBase : public Resource { GDCLASS(LootDataBase, Resource); public: int get_loot_db_size() const; void set_loot_db_size(const float value); int get_items_size() const; void set_items_size(const int value); float get_loot_db_chance(const int index) const; void set_loot_db_chance(const int index, const float value); Ref get_loot_db(const int index) const; void set_loot_db(const int index, const Ref &value); float get_item_chance(const int index) const; void set_item_chance(const int index, const float value); Ref get_item(const int index) const; void set_item(const int index, const Ref &value); Array get_loot(); Array _get_loot(); LootDataBase(); ~LootDataBase(); protected: struct LootDBLDF { float chance; Ref loot_db; LootDBLDF() { chance = 0; } }; struct LootDBItem { float chance; Ref item; LootDBItem() { chance = 0; } }; protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List *p_list) const; static void _bind_methods(); private: Vector _loot_dbs; Vector _items; }; #endif