#ifndef ENTITY_CLASS_DATA_H #define ENTITY_CLASS_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/cooldown.h" #include "../../utility/category_cooldown.h" #include "../../item_enums.h" class Aura; class Spell; class Entity; class ItemInstance; class CharacterSpec; class Entity; class SpellCastInfo; class AIAction; class EntityClassData : public Resource { GDCLASS(EntityClassData, Resource); public: int get_id(); void set_id(int value); String get_text_name(); void set_text_name(String value); String get_text_description(); void set_text_description(String value); Ref get_inherits(); void set_inherits(Ref 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_spell_points_per_level(); void set_spell_points_per_level(int value); EntityEnums::EntityClassPlaystyleType get_playstyle_type(); void set_playstyle_type(EntityEnums::EntityClassPlaystyleType playstyle_type); //Specs int get_num_specs(); void set_num_specs(int value); Ref get_spec(int index) const; void set_spec(int index, Ref spec); Vector get_specs(); void set_specs(const Vector &specs); //Spells int get_num_spells(); void set_num_spells(int value); Ref get_spell(int index); void set_spell(int index, Ref spell); Vector get_spells(); void set_spells(const Vector &spells); //Start Spells int get_num_start_spells(); void set_num_start_spells(int value); Ref get_start_spell(int index); void set_start_spell(int index, Ref spell); Vector get_start_spells(); void set_start_spells(const Vector &spells); //Auras int get_num_auras(); void set_num_auras(int value); Ref get_aura(int index); void set_aura(int index, Ref aura); Vector get_auras(); void set_auras(const Vector &auras); //AI Actions int get_num_ai_actions(); void set_num_ai_actions(int value); Ref get_ai_action(int index); void set_ai_action(int index, Ref aura); Vector get_ai_actions(); void set_ai_actions(const Vector &ai_actions); //Setup void setup_resources(Entity *entity); //void _setup_resources(Entity *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 bool should_deny_equip(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref item); bool should_deny_equip_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref item); 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); EntityClassData(); ~EntityClassData(); protected: static void _bind_methods(); private: int _id; String _text_name; String _text_description; Ref _inherits; Ref _icon; int _player_resource_type; int _spell_points_per_level; EntityEnums::EntityClassPlaystyleType _playstyle_type; Ref _stat_data; Vector > _spells; Vector > _start_spells; Vector > _specs; Vector > _auras; Vector > _ai_actions; }; #endif