#ifndef SPELL_H #define SPELL_H #include "core/resource.h" #include "scene/resources/curve.h" #include "scene/resources/texture.h" #include "scene/resources/packed_scene.h" #include "../entity_enums.h" #include "../spell_enums.h" #include "../spells/spell_cast_info.h" #include "../entities/entity.h" #include "../pipelines/spell_damage_info.h" #include "../spells/aura_infos.h" class Entity; class Aura; class SpellCastInfo; class Spell; enum TargetRelationType { TARGET_SELF, TARGET_ENEMY, TARGET_TARGET }; VARIANT_ENUM_CAST(TargetRelationType); enum SpellTargetType { SPELL_TARGET_TYPE_SELF, SPELL_TARGET_TYPE_TARGET, SPELL_TARGET_TYPE_AROUND, SPELL_TARGET_TYPE_FRONT, SPELL_TARGET_TYPE_AROUND_TARGET }; VARIANT_ENUM_CAST(SpellTargetType); enum SpellAOEColliderType { SPELL_AOE_COLLIDER_TYPE_SPHERE, SPELL_AOE_COLLIDER_TYPE_BOX, SPELL_AOE_COLLIDER_TYPE_BOX_NON_UNIFORM }; VARIANT_ENUM_CAST(SpellAOEColliderType); enum SpellAOEMovementType { SPELL_AOE_MOVEMENT_TYPE_STATIC, SPELL_AOE_MOVEMENT_TYPE_MOVING_TO_TARGET, SPELL_AOE_MOVEMENT_TYPE_MOVING_RANDOM_DIRECTION, SPELL_AOE_MOVEMENT_TYPE_MOVING_RANDOMLY, SPELL_AOE_MOVEMENT_TYPE_MOVING_CASTER_FACING, SPELL_AOE_MOVEMENT_TYPE_MOVING }; VARIANT_ENUM_CAST(SpellAOEMovementType); enum SpellAOETargetType { SPELL_AOE_TARGET_TYPE_CASTER, SPELL_AOE_TARGET_TYPE_TARGET, SPELL_AOE_TARGET_TYPE_GOUND_TARGET_SELECTION, SPELL_AOE_TARGET_TYPE_RANDOM }; VARIANT_ENUM_CAST(SpellAOETargetType); enum SpellProjectileType { SPELL_PROJECTILE_TYPE_FOLLOW, SPELL_PROJECTILE_TYPE_STRAIGHT, SPELL_PROJECTILE_TYPE_STATIONARY }; VARIANT_ENUM_CAST(SpellProjectileType); class Spell : public Resource { GDCLASS(Spell, Resource); public: int get_spell_id(); void set_spell_id(int value); int get_spell_type(); void set_spell_type(int value); bool get_hide_from_actionbar(); void set_hide_from_actionbar(bool value); float get_cooldown(); void set_cooldown(float value); SpellTargetType get_target_type(); void set_target_type(SpellTargetType value); Ref get_caster_aura_apply(); void set_caster_aura_apply(Ref value); Ref get_caster_aura_apply2(); void set_caster_aura_apply2(Ref value); Ref get_target_aura_apply(); void set_target_aura_apply(Ref value); Ref get_target_aura_apply2(); void set_target_aura_apply2(Ref value); int get_level(); void set_level(int value); int get_item_cost(); void set_item_cost(int value); int get_craft_material_cost(); void set_craft_material_cost(int value); int get_required_item(); void set_required_item(int value); EntityEnums::PlayerResourceTypes get_cost_type(); void set_cost_type(EntityEnums::PlayerResourceTypes value); int get_cost_resource(); void set_cost_resource(int value); EntityEnums::PlayerResourceTypes get_give_resource_type(); void set_give_resource_type(EntityEnums::PlayerResourceTypes value); int get_give_resource(); void set_give_resource(int value); bool has_global_cooldown(); void set_has_global_cooldown(bool value); bool get_is_local_spell(); void set_is_local_spell(bool value); Ref get_icon(); void set_icon(Ref value); String get_name_key(); void set_name_key(String value); String get_spell_name(); void set_spell_name(String value); String get_spell_description(); void set_spell_description(String value); float get_damage_scale_for_level(int level); float get_heal_scale_for_level(int level); float get_absorb_scale_for_level(int level); bool get_has_range(); void set_has_range(bool value); float get_range(); void set_range(float value); bool get_has_cast_time(); void set_has_cast_time(bool value); float get_cast_time(); void set_cast_time(float value); bool get_has_damage(); void set_has_damage(bool value); int get_damage_type(); void set_damage_type(int value); int get_damage_min(); void set_damage_min(int value); int get_damage_max(); void set_damage_max(int value); Ref get_damage_scaling_curve(); void set_damage_scaling_curve(Ref curve); bool get_has_heal(); void set_has_heal(bool value); int get_heal_min(); void set_heal_min(int value); int get_heal_max(); void set_heal_max(int value); Ref get_heal_scaling_curve(); void set_heal_scaling_curve(Ref curve); bool get_needs_target(); void set_needs_target(bool value); bool get_can_move_while_casting(); void set_can_move_while_casting(bool value); bool get_is_interrupt(); void set_is_interrupt(bool value); float get_interrupt_time(); void set_interrupt_time(float value); bool get_is_aoe(); void set_is_aoe(bool value); SpellAOETargetType get_aoe_target_type(); void set_aoe_target_type(SpellAOETargetType value); SpellAOEMovementType get_aoe_movement_type(); void set_aoe_movement_type(SpellAOEMovementType value); SpellAOEColliderType get_aoe_collider_type(); void set_aoe_collider_type(SpellAOEColliderType value); Vector3 get_aoe_half_extents(); void set_aoe_half_extents(Vector3 value); bool has_effect_visual(); Ref get_effect_visual(); void set_effect_visual(Ref value); bool has_spell_cast_finish_effect(); Ref get_spell_cast_finish_effect(); void set_spell_cast_finish_effect(Ref value); bool has_spell_cast_effect(); Ref get_spell_cast_effect(); void set_spell_cast_effect(Ref value); Ref get_projectile(); void set_projectile(Ref value); bool has_projectile(); float get_projectile_speed(); void set_projectile_speed(float value); float get_projectile_time(); void set_projectile_time(float value); float get_projectile_range(); void set_projectile_range(float value); bool get_has_projectile_collision(); void set_has_projectile_collision(bool value); SpellProjectileType get_projectile_type(); void set_projectile_type(SpellProjectileType value); bool get_has_projectile_destroy_on_impact(); void set_has_projectile_destroy_on_impact(bool value); int get_spell_cooldown_mainpulation_data_count(); void set_spell_cooldown_mainpulation_data_count(int value); //AuraApplyData *getAuraApplyData() { return auraApplyData; } //void setAuraApplyData(AuraApplyData *value) { auraApplyData = value; } /* void Set(int _spell_id, SpellType _spell_type, int p_damage_min, int _damage_max, bool _hideFrom_actionbar, float _cast_time, float cooldown, int casterAuraApply, int casterAuraApply2, int targetAuraApply, int targetAuraApply2, int level, int itemCost, int crafMaterialCost, int requiredItem, String *costTypeString, int costResource, String *giveResourceTypeString, int giveResource, bool hasGlobalCooldown, bool isLocalSpell, String *iconBundle, String *iconFile, Vector2i *iconAtlasPosition, String *nameKey, String *spellName, String *spellDescription); void Set(bool needsTarget, bool canMoveWhileCasting); */ //// Spell Script //// float PLAYER_HIT_RADIUS; //Commands, c++ only void sstart_casting_simple(Entity *caster, float spell_scale); void sinterrupt_cast_simple(Entity *caster); void sstart_casting_triggered_simple(Entity *caster); //Commands void sstart_casting(Ref info); void sstart_casting_triggered(Ref info); void sinterrupt_cast(Ref info); void sfinish_cast(Ref info); virtual void _sstart_casting(Ref info); //eventhandlers void son_cast_player_moved(Ref info); void son_cast_damage_received(Ref info); void son_spell_hit(Ref info); //Clientside Event Handlers void con_spell_cast_started(Ref info); void con_spell_cast_success(Ref info); void con_spell_cast_failed(Ref info); void con_spell_cast_ended(Ref info); void con_spell_cast_interrupted(Ref info); //Calculations / Queries void calculate_initial_damage(Ref data); void handle_spell_damage(Ref data); virtual void _calculate_initial_damage(Ref data); virtual void _handle_spell_damage(Ref data); String get_name(); String get_description(int level); /* void TriggerGlobalCooldown(Entity *player); bool IsCasting(Entity *player); bool HasClobalCooldown(Entity *player); bool IsStunned(Entity *player); bool HasState(StateData::StateType state, Entity *player); int GetId(Entity *spell); bool IsSpellOnCooldown(int spellId, Entity *player); void ApplyAura(int auraId, Entity *caster, float spellScale); void ApplyAura(int auraId, Entity *caster, Entity *target, float spellScale); void RemoveAura(int auraId, Entity *caster); void AddCooldown(Entity *player, int spellId, float cooldown); void DoStartCasting(Entity *player, int spellId, String spellName, float castTime, bool addMoveHook, float spellScale); void DoCastFail(Entity *player, bool removeHook); void AddOnMoveHook(Entity *player); void RemoveOnMoveHook(Entity *player); Entity *GetTarget(Entity *player); void DealDamage(Entity *caster, Entity *target, int damage); void DealDamage(Entity *caster, Entity *target, float spellScale); void VashDealDamage(Entity *caster, Entity *target, bool increased, float spellScale); void Heal(Entity *caster, Entity *target, float spellScale); void Heal(Entity *caster, Entity *target, int heal); bool checkParry(Entity *caster, Entity *target); Node *OldLaunchFollowProjectile(Node *effect, Entity *caster, Entity *target, float speed, float spellScale, float time = (float)0); Node *OldLaunchStraightProjectile(Node *effect, Entity *caster, float speed, float time, float range, float spellScale); Node *OldLaunchProjectile(Entity *caster, Entity *target, float spellScale); WorldSpell *SpawnProjectile(Entity *caster, Entity *target, float spellScale); bool isInRange(Entity *target, Entity *player); bool CanCast(Entity *caster, int skipCheck = 0); bool CanCastTarget(Entity *caster, int skipCheck = 0); bool CanCastTargetRange(Entity *caster, int skipCheck = 0); bool SpellCostCheckAndRemove(Entity *caster); bool SpellCostCheck(Entity *caster); void SpellResourceGive(Entity *caster); void AddSpellCastEffect(Entity *caster); void RemoveSpellCastEffects(Entity *caster); void AddEffect(Entity *player, Node *effectPrefab, EffectPoints bodyPart, Quaternion *rotation =); void AddWorldEffect(Entity *location, Node *effectPrefab, Vector3 *offset =, Quaternion *rotation =); void RemoveEffect(Entity *player, EffectPoints bodyPart); String StringifyCooldown(float cooldown); void SpellCastSuccess(Entity *caster); void PlaySound(String sound); void PlayStandardSpellCastFinish(); void PlayStandardSpellCastFinish(Entity *caster); void PlayStandardIceArcherAttackSpellCastFinish(Entity *caster); void PlayStandardBerserkerAttackSpellCastFinish(Entity *caster); void AnimStop(Entity *player);*/ Spell(); ~Spell(); protected: static void _bind_methods(); private: int _spell_id; int _spell_type; bool _hide_from_actionbar; float _cooldown; SpellTargetType _target_type; //AuraApplyData *_aura_apply_data; Ref *_caster_aura_apply_ref; Ref *_caster_aura_apply2_ref; Ref *_target_aura_apply_ref; Ref *_target_aura_apply2_ref; Aura *_caster_aura_apply; Aura *_caster_aura_apply2; Aura *_target_aura_apply; Aura *_target_aura_apply2; int _level; int _item_cost; int _craft_material_cost; int _required_item; EntityEnums::PlayerResourceTypes _cost_type; int _cost_resource; EntityEnums::PlayerResourceTypes _give_resource_type; int _give_resource; bool _has_global_cooldown; bool _is_local_spell; Ref _icon; String _name_key; String _spell_name; String _spell_description; bool _has_range; float _range; bool _has_damage; int _damage_type; int _damage_min; int _damage_max; Ref _damage_scaling_curve; bool _has_heal; int _heal_min; int _heal_max; Ref _heal_scaling_curve; bool _has_cast_time; float _cast_time; bool _needs_target; bool _can_move_while_casting; bool _is_interrupt; float _interrupt_time; bool _is_aoe; SpellAOETargetType _aoe_targetType; SpellAOEMovementType _aoe_movementType; SpellAOEColliderType _aoe_colliderType; Vector3 _aoe_half_extents; Ref _effect_visual; Ref _spell_cast_finish_effect; Ref _spell_cast_effect; Ref _projectile; float _projectile_speed; float _projectile_time; float _projectile_range; SpellProjectileType _projectile_type; bool _projectile_destroy_on_impact; bool _projectile_collision; int _spell_cooldown_mainpulation_data_count; }; #endif