mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-20 17:14:44 +01:00
93 lines
2.5 KiB
C++
93 lines
2.5 KiB
C++
/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef LOOT_DATA_BASE_H
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#define LOOT_DATA_BASE_H
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#include "core/version.h"
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#include "core/templates/vector.h"
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#include "core/variant/array.h"
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#include "../items/item_template.h"
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class LootDataBase : public Resource {
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GDCLASS(LootDataBase, Resource);
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public:
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int get_loot_db_size() const;
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void set_loot_db_size(const float value);
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int get_items_size() const;
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void set_items_size(const int value);
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float get_loot_db_chance(const int index) const;
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void set_loot_db_chance(const int index, const float value);
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Ref<LootDataBase> get_loot_db(const int index) const;
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void set_loot_db(const int index, const Ref<LootDataBase> &value);
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float get_item_chance(const int index) const;
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void set_item_chance(const int index, const float value);
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Ref<ItemTemplate> get_item(const int index) const;
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void set_item(const int index, const Ref<ItemTemplate> &value);
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Array get_loot();
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Array _get_loot();
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LootDataBase();
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~LootDataBase();
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protected:
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struct LootDBLDF {
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float chance;
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Ref<LootDataBase> loot_db;
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LootDBLDF() {
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chance = 0;
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}
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};
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struct LootDBItem {
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float chance;
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Ref<ItemTemplate> item;
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LootDBItem() {
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chance = 0;
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}
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};
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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private:
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Vector<LootDBLDF> _loot_dbs;
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Vector<LootDBItem> _items;
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};
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#endif
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