entity_spell_system/data/data_manager.h

161 lines
4.4 KiB
C++

#ifndef DATA_MANAGER_H
#define DATA_MANAGER_H
#include "core/array.h"
#include "core/hash_map.h"
#include "core/io/json.h"
#include "core/variant.h"
#include "core/vector.h"
#include "core/resource.h"
#include "core/ustring.h"
#include "scene/main/node.h"
#include "core/bind/core_bind.h"
class Aura;
class Spell;
class Talent;
class EntityData;
class CraftDataAttribute;
class ItemTemplate;
class DataManager : public Node {
GDCLASS(DataManager, Node);
public:
static DataManager *get_instance();
String get_entity_datas_folder();
void set_entity_datas_folder(String folder);
Vector<Ref<EntityData> > *get_entity_datas();
Ref<EntityData> get_entity_data(int class_id);
Ref<EntityData> get_entity_data_index(int index);
int get_entity_data_count();
void add_entity_data(Ref<EntityData> cls);
String get_spells_folder();
void set_spells_folder(String folder);
Vector<Ref<Spell> > *get_spells();
Ref<Spell> get_spell(int spell_id);
Ref<Spell> get_spell_index(int index);
int get_spell_count();
void add_spell(Ref<Spell> spell);
String get_auras_folder();
void set_auras_folder(String folder);
Vector<Ref<Aura> > *get_auras();
Ref<Aura> get_aura(int aura_id);
Ref<Aura> get_aura_index(int index);
int get_aura_count();
void add_aura(Ref<Aura> aura);
String get_talents_folder();
void set_talents_folder(String folder);
Vector<Ref<Talent> > *get_talents();
Ref<Talent> get_talent(int talent_id);
Ref<Talent> get_talent_index(int index);
int get_talent_count();
void add_talent(Ref<Talent> talent);
String get_craft_data_folder();
void set_craft_data_folder(String folder);
Vector<Ref<CraftDataAttribute> > *get_craft_datas();
Ref<CraftDataAttribute> get_craft_data(int craft_id);
Ref<CraftDataAttribute> get_craft_data_index(int index);
int get_craft_data_count();
void add_craft_data(Ref<CraftDataAttribute> aura);
String get_item_template_folder();
void set_item_template_folder(String folder);
Vector<Ref<ItemTemplate> > *get_item_templates();
void add_item_template(Ref<ItemTemplate> aura);
Ref<ItemTemplate> get_item_template(int item_id);
Ref<ItemTemplate> get_item_template_index(int index);
int get_item_template_count();
String get_mob_data_folder();
void set_mob_data_folder(String folder);
Vector<Ref<EntityData> > *get_mob_datas();
void add_mob_data(Ref<EntityData> aura);
Ref<EntityData> get_mob_data(int item_id);
Ref<EntityData> get_mob_data_index(int index);
int get_mob_data_count();
String get_player_character_data_folder();
void set_player_character_data_folder(String folder);
Vector<Ref<EntityData> > *get_player_character_datas();
void add_player_character_data(Ref<EntityData> aura);
Ref<EntityData> get_player_character_data(int item_id);
Ref<EntityData> get_player_character_data_index(int index);
int get_player_character_data_count();
void load_all();
void load_spells();
void load_auras();
void load_talents();
void load_characters();
void load_craft_datas();
void load_item_templates();
void load_mob_datas();
void load_player_character_datas();
void list_characters();
void list_spells();
void list_auras();
void list_talents();
void list_craft_data();
void list_item_templates();
void list_mob_datas();
void list_player_character_datas();
bool get_automatic_load() { return _automatic_load; }
void set_automatic_load(bool load) { _automatic_load = load; }
DataManager();
~DataManager();
protected:
static void _bind_methods();
void _notification(int p_what);
private:
String _entity_datas_folder;
Vector<Ref<EntityData> > _entity_datas;
HashMap<int, Ref<EntityData> > _entity_data_map;
String _spells_folder;
Vector<Ref<Spell> > _spells;
HashMap<int, Ref<Spell> > _spell_map;
String _auras_folder;
Vector<Ref<Aura> > _auras;
HashMap<int, Ref<Aura> > _aura_map;
String _talents_folder;
Vector<Ref<Talent> > _talents;
HashMap<int, Ref<Talent> > _talent_map;
String _craft_data_folder;
Vector<Ref<CraftDataAttribute> > _craft_datas;
HashMap<int, Ref<CraftDataAttribute> > _craft_data_map;
String _item_template_folder;
Vector<Ref<ItemTemplate> > _item_templates;
HashMap<int, Ref<ItemTemplate> > _item_template_map;
String _mob_data_folder;
Vector<Ref<EntityData> > _mob_datas;
HashMap<int, Ref<EntityData> > _mob_data_map;
String _player_character_data_folder;
Vector<Ref<EntityData> > _player_character_datas;
HashMap<int, Ref<EntityData> > _player_character_data_map;
static DataManager *instance;
bool _automatic_load;
};
#endif