#ifndef CHARACTER_CLASS_H #define CHARACTER_CLASS_H #include "core/resource.h" #include "core/vector.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/cooldown.h" #include "../utility/category_cooldown.h" class Aura; class Spell; class Entity; class CharacterSpec; class Entity; class SpellCastInfo; enum CharacterWeaponDataTypes { CHARACTER_WEAPON_DATA_TYPES_NONE, CHARACTER_WEAPON_DATA_TYPES_SWORD, CHARACTER_WEAPON_DATA_TYPES_BOW }; VARIANT_ENUM_CAST(CharacterWeaponDataTypes) class CharacterClass : public Resource { GDCLASS(CharacterClass, Resource); public: int get_id(); void set_id(int value); String get_character_class_name(); void set_character_class_name(String value); Ref get_icon(); void set_icon(Ref value); Ref get_stat_data(); void set_stat_data(Ref value); int get_player_resource_type(); void set_player_resource_type(int value); int get_num_spells(); void set_num_spells(int value); int get_current_spell_page(); void set_current_spell_page(int value); Ref get_spell(int index); void set_spell(int index, Ref spell); int get_num_specs(); void set_num_specs(int value); Ref get_spec(int index) const; void set_spec(int index, Ref spec); Ref get_aura(int index); void set_aura(int index, Ref aura); void setup_resources(Entity *entity); //void _setup_resources(Entity *entity); /* 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); //// 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_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(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); //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); // 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); CharacterClass(); ~CharacterClass(); protected: static void _bind_methods(); void _validate_property(PropertyInfo &property) const; public: enum { MAX_SPELLS = 100, MAX_SPECS = 5, MAX_AURAS = 5, ITEMS_PER_PAGE = 100, }; private: int _id; String _character_class_name; Ref _icon; int _player_resource_type; Ref _stat_data; int _num_spells; int _current_spell_page; Ref _spells[MAX_SPELLS]; int _num_specs; Ref _specs[MAX_SPECS]; Ref _auras[MAX_AURAS]; //Vector _mob_party_ids; //Vector _mob_dislike_ids; //MobSpellData *_mob_spell_data; }; #endif