/* Copyright (c) 2019-2020 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 ENTITY_DATA_H #define ENTITY_DATA_H #include "core/resource.h" #include "core/ustring.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/category_cooldown.h" #include "../../utility/cooldown.h" #include "../../data/loot/loot_data_base.h" #include "entity_class_data.h" #include "item_container_data.h" #include "../../data/items/equipment_data.h" #include "../../data/species/entity_species_data.h" #include "../../formations/ai_formation.h" #include "../ai/entity_ai.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() const; void set_id(const int value); String get_text_description() const; void set_text_description(const String value); Ref get_inherits() const; void set_inherits(const Ref &value); EntityEnums::EntityType get_entity_type() const; void set_entity_type(const EntityEnums::EntityType value); EntityEnums::EntityInteractionType get_entity_interaction_type() const; void set_entity_interaction_type(const EntityEnums::EntityInteractionType value); bool get_is_playable() const; void set_is_playable(const bool value); int get_immunity_flags() const; void set_immunity_flags(const int value); int get_entity_flags() const; void set_entity_flags(const int value); EntityEnums::EntityController get_entity_controller() const; void set_entity_controller(const EntityEnums::EntityController value); int get_money() const; void set_money(const int value); int get_bag_size() const; void set_bag_size(const int value); Ref get_entity_species_data() const; void set_entity_species_data(const Ref &value); Ref get_entity_class_data() const; void set_entity_class_data(const Ref &data); Ref get_equipment_data() const; void set_equipment_data(const Ref &data); Ref get_ai() const; void set_ai(const Ref &ai); Ref get_ai_instance(); Ref _get_ai_instance(); Ref get_formation() const; void set_formation(const 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_spell_train_data() const; void set_spell_train_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() const; Ref get_craft_recipe(int index); void set_craft_recipe(int index, const Ref &recipe); Vector get_craft_recipes() const; void set_craft_recipes(const Vector &recipe); String generate_name(); //Setup 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 notification_saura(int what, Ref data); void notification_sheal(int what, Ref info); void notification_scast(int what, Ref info); void notification_sdamage(int what, Ref info); 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_class_level_up(Entity *entity, int value); void son_class_level_up_bind(Node *entity, int value); void son_character_level_up(Entity *entity, int value); void son_character_level_up_bind(Node *entity, int value); void son_entity_resource_added(Ref resource); void son_entity_resource_removed(Ref resource); //Clientside Event Handlers void notification_caura(int what, Ref data); void notification_cheal(int what, Ref info); void notification_ccast(int what, Ref info); void notification_cdamage(int what, Ref info); 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_death(Entity *entity); void con_death_bind(Node *entity); 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_class_level_up(Entity *entity, int value); void con_class_level_up_bind(Node *entity, int value); void con_character_level_up(Entity *entity, int value); void con_character_level_up_bind(Node *entity, int value); void con_entity_resource_added(Ref resource); void con_entity_resource_removed(Ref resource); //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); EntityData(); ~EntityData(); protected: static void _bind_methods(); private: int _id; Ref _inherits; EntityEnums::EntityType _entity_type; EntityEnums::EntityInteractionType _interaction_type; bool _is_playable; int _immunity_flags; int _entity_flags; EntityEnums::EntityController _entity_controller; String _text_description; int _money; int _bag_size; Ref _entity_class_data; Ref _entity_species_data; Ref _equipment_data; Ref _ai; Ref _formation; Ref _lootdb; Ref _vendor_item_data; Ref _spell_train_data; Ref _item_container_data; Vector > _craft_recipes; }; #endif