entity_spell_system/entity_enums.h
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

146 lines
4.2 KiB
C++

#ifndef ENTITY_ENUMS_H
#define ENTITY_ENUMS_H
#include "core/object.h"
#include "core/ustring.h"
class EntityEnums : public Object {
GDCLASS(EntityEnums, Object);
public:
static const String BINDING_STRING_PLAYER_RESOURCE_TYPES;
static const String BINDING_STRING_ENTITY_TYPES;
static const String BINDING_STRING_ENTITY_STATE_TYPES;
static const String BINDING_STRING_CHARCATER_SKELETON_POINTS;
static const String BINDING_STRING_AI_STATES;
static const int PLAYER_RESOURCE_TYPES_RAGE;
static const int PLAYER_RESOURCE_TYPES_MANA;
static const int PLAYER_RESOURCE_TYPES_ENERGY;
static const int PLAYER_RESOURCE_TYPES_TIME_ANOMALY;
enum EntityType {
ENITIY_TYPE_NONE,
ENITIY_TYPE_PLAYER,
ENITIY_TYPE_AI,
ENITIY_TYPE_MOB
};
enum EntityStateTypeFlags {
ENTITY_STATE_TYPE_FLAG_NONE = 0,
ENTITY_STATE_TYPE_FLAG_STUN = 1 << 0,
ENTITY_STATE_TYPE_FLAG_ROOT = 1 << 1,
ENTITY_STATE_TYPE_FLAG_FROZEN = 1 << 2,
ENTITY_STATE_TYPE_FLAG_SILENCED = 1 << 3,
ENTITY_STATE_TYPE_FLAG_DISORIENTED = 1 << 4,
ENTITY_STATE_TYPE_FLAG_FEARED = 1 << 5,
ENTITY_STATE_TYPE_FLAG_BURNING = 1 << 6,
ENTITY_STATE_TYPE_FLAG_COLD = 1 << 7,
ENTITY_STATE_TYPE_FLAG_CURSED = 1 << 8,
ENTITY_STATE_TYPE_FLAG_PACIFIED = 1 << 9,
};
enum EntityStateTypeIndexes {
ENTITY_STATE_TYPE_INDEX_NONE = 0,
ENTITY_STATE_TYPE_INDEX_STUN = 1,
ENTITY_STATE_TYPE_INDEX_ROOT = 2,
ENTITY_STATE_TYPE_INDEX_FROZEN = 3,
ENTITY_STATE_TYPE_INDEX_SILENCED = 4,
ENTITY_STATE_TYPE_INDEX_DISORIENTED = 5,
ENTITY_STATE_TYPE_INDEX_FEARED = 6,
ENTITY_STATE_TYPE_INDEX_BURNING = 7,
ENTITY_STATE_TYPE_INDEX_COLD = 8,
ENTITY_STATE_TYPE_INDEX_CURSED = 9,
ENTITY_STATE_TYPE_INDEX_PACIFIED = 10,
ENTITY_STATE_TYPE_INDEX_MAX = 11,
};
static EntityStateTypeFlags get_state_flag_for_index(int index) {
switch (index) {
case ENTITY_STATE_TYPE_INDEX_STUN:
return ENTITY_STATE_TYPE_FLAG_STUN;
case ENTITY_STATE_TYPE_INDEX_ROOT:
return ENTITY_STATE_TYPE_FLAG_ROOT;
case ENTITY_STATE_TYPE_INDEX_FROZEN:
return ENTITY_STATE_TYPE_FLAG_FROZEN;
case ENTITY_STATE_TYPE_INDEX_SILENCED:
return ENTITY_STATE_TYPE_FLAG_SILENCED;
case ENTITY_STATE_TYPE_INDEX_DISORIENTED:
return ENTITY_STATE_TYPE_FLAG_DISORIENTED;
case ENTITY_STATE_TYPE_INDEX_FEARED:
return ENTITY_STATE_TYPE_FLAG_FEARED;
case ENTITY_STATE_TYPE_INDEX_BURNING:
return ENTITY_STATE_TYPE_FLAG_BURNING;
case ENTITY_STATE_TYPE_INDEX_COLD:
return ENTITY_STATE_TYPE_FLAG_COLD;
case ENTITY_STATE_TYPE_INDEX_CURSED:
return ENTITY_STATE_TYPE_FLAG_CURSED;
case ENTITY_STATE_TYPE_INDEX_PACIFIED:
return ENTITY_STATE_TYPE_FLAG_PACIFIED;
}
return ENTITY_STATE_TYPE_FLAG_NONE;
}
enum CharacterSkeletonPoints {
SKELETON_POINT_ROOT = 0,
SKELETON_POINT_PELVIS = 1,
SKELETON_POINT_SPINE = 2,
SKELETON_POINT_SPINE_1 = 3,
SKELETON_POINT_SPINE_2 = 4,
SKELETON_POINT_NECK = 5,
SKELETON_POINT_HEAD = 6,
SKELETON_POINT_LEFT_CLAVICLE = 7,
SKELETON_POINT_LEFT_UPPER_ARM = 8,
SKELETON_POINT_LEFT_FOREARM = 9,
SKELETON_POINT_LEFT_HAND = 10,
SKELETON_POINT_LEFT_THUMB_BASE = 11,
SKELETON_POINT_LEFT_THUMB_END = 12,
SKELETON_POINT_LEFT_FINGERS_BASE = 13,
SKELETON_POINT_LEFT_FINGERS_END = 14,
SKELETON_POINT_RIGHT_CLAVICLE = 15,
SKELETON_POINT_RIGHT_UPPER_ARM = 16,
SKELETON_POINT_RIGHT_FOREARM = 17,
SKELETON_POINT_RIGHT_HAND = 18,
SKELETON_POINT_RIGHT_THUMB_BASE = 19,
SKELETON_POINT_RIGHT_THUMB_END = 20,
SKELETON_POINT_RIGHT_FINGERS_BASE = 21,
SKELETON_POINT_RIGHT_FINGERS_END = 22,
SKELETON_POINT_LEFT_THIGH = 23,
SKELETON_POINT_LEFT_CALF = 24,
SKELETON_POINT_LEFT_FOOT = 25,
SKELETON_POINT_RIGHT_THIGH = 26,
SKELETON_POINT_RIGHT_CALF = 27,
SKELETON_POINT_RIGHT_FOOT = 28,
SKELETON_POINTS_MAX = 29,
};
enum AIStates {
AI_STATE_OFF,
AI_STATE_REST,
AI_STATE_PATROL,
AI_STATE_FOLLOW_PATH,
AI_STATE_REGENERATE,
AI_STATE_ATTACK,
};
EntityEnums() {}
protected:
static void _bind_methods();
};
VARIANT_ENUM_CAST(EntityEnums::EntityType);
VARIANT_ENUM_CAST(EntityEnums::EntityStateTypeFlags);
VARIANT_ENUM_CAST(EntityEnums::EntityStateTypeIndexes);
VARIANT_ENUM_CAST(EntityEnums::CharacterSkeletonPoints);
VARIANT_ENUM_CAST(EntityEnums::AIStates);
#endif