entity_spell_system/entity_enums.cpp
Relintai 3cce6b0ae8 -Talent is now inherited from Aura.
-Cleaned up the talent system specific classes.
-The ResourceManager now loads talents aswell.
-Cleaned up, and made the EntityResource system scriptable.
-Fixed the stat signals, the stat parameter was null every time. ("this" should've been wrapped in a Ref.)
2019-08-13 23:58:42 +02:00

93 lines
4.3 KiB
C++

#include "entity_enums.h"
const String EntityEnums::BINDING_STRING_PLAYER_RESOURCE_TYPES = "None,Rage,Mana,Energy,Time Anomaly";
const String EntityEnums::BINDING_STRING_ENTITY_TYPES = "None,Player,AI,Mob";
const String EntityEnums::BINDING_STRING_ENTITY_STATE_TYPES = "None,Stun,Root,Frozen,Silenced,Disoriented,Feared,Burning,Cold,Cursed,Pacified";
const String EntityEnums::BINDING_STRING_CHARCATER_SKELETON_POINTS = "Root,Pelvis,Spine,Spine 1,Spine 2,Neck,Head,Left Clavicle,Left upper Arm,Left Forearm,Left Hand,Left Thumb Base,Left Thumb End,Left Fingers Base,Left Fingers End,Right Clavicle,Right upper Arm,Right Forearm,Right Hand,Right Thumb Base,Right Thumb End,Right Fingers Base,Right Fingers End,Left Thigh,Left Calf,Left Foot,Right Thigh,Right Calf,Right Foot";
const String EntityEnums::BINDING_STRING_AI_STATES = "Off,Rest,Patrol,Follow Path,Regenerate,Attack";
const int EntityEnums::PLAYER_RESOURCE_TYPES_RAGE = 0;
const int EntityEnums::PLAYER_RESOURCE_TYPES_MANA = 1;
const int EntityEnums::PLAYER_RESOURCE_TYPES_ENERGY = 2;
const int EntityEnums::PLAYER_RESOURCE_TYPES_TIME_ANOMALY = 3;
void EntityEnums::_bind_methods() {
BIND_CONSTANT(PLAYER_RESOURCE_TYPES_RAGE);
BIND_CONSTANT(PLAYER_RESOURCE_TYPES_MANA);
BIND_CONSTANT(PLAYER_RESOURCE_TYPES_ENERGY);
BIND_CONSTANT(PLAYER_RESOURCE_TYPES_TIME_ANOMALY);
BIND_ENUM_CONSTANT(ENITIY_TYPE_NONE);
BIND_ENUM_CONSTANT(ENITIY_TYPE_PLAYER);
BIND_ENUM_CONSTANT(ENITIY_TYPE_AI);
BIND_ENUM_CONSTANT(ENITIY_TYPE_MOB);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_NONE);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_STUN);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_ROOT);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_FROZEN);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_SILENCED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_DISORIENTED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_FEARED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_BURNING);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_COLD);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_CURSED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_PACIFIED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_NONE);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_STUN);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_ROOT);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_FROZEN);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_SILENCED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_DISORIENTED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_FEARED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_BURNING);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_COLD);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_CURSED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_PACIFIED);
BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_MAX);
BIND_ENUM_CONSTANT(SKELETON_POINT_ROOT);
BIND_ENUM_CONSTANT(SKELETON_POINT_PELVIS);
BIND_ENUM_CONSTANT(SKELETON_POINT_SPINE);
BIND_ENUM_CONSTANT(SKELETON_POINT_SPINE_1);
BIND_ENUM_CONSTANT(SKELETON_POINT_SPINE_2);
BIND_ENUM_CONSTANT(SKELETON_POINT_NECK);
BIND_ENUM_CONSTANT(SKELETON_POINT_HEAD);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_CLAVICLE);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_UPPER_ARM);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_FOREARM);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_HAND);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_THUMB_BASE);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_THUMB_END);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_FINGERS_BASE);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_FINGERS_END);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_CLAVICLE);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_UPPER_ARM);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_FOREARM);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_HAND);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_THUMB_BASE);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_THUMB_END);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_FINGERS_BASE);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_FINGERS_END);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_THIGH);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_CALF);
BIND_ENUM_CONSTANT(SKELETON_POINT_LEFT_FOOT);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_THIGH);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_CALF);
BIND_ENUM_CONSTANT(SKELETON_POINT_RIGHT_FOOT);
BIND_ENUM_CONSTANT(SKELETON_POINTS_MAX);
BIND_ENUM_CONSTANT(AI_STATE_OFF);
BIND_ENUM_CONSTANT(AI_STATE_REST);
BIND_ENUM_CONSTANT(AI_STATE_PATROL);
BIND_ENUM_CONSTANT(AI_STATE_FOLLOW_PATH);
BIND_ENUM_CONSTANT(AI_STATE_REGENERATE);
BIND_ENUM_CONSTANT(AI_STATE_ATTACK);
}