entity_spell_system/entities/entity.h
2019-05-04 23:20:22 +02:00

541 lines
14 KiB
C++

#ifndef ENTITY_H
#define ENTITY_H
#include "../data/character.h"
#include "../data/craft_data_attribute.h"
#include "../data/spell.h"
#include "../data/xp_data.h"
#include "core/hash_map.h"
#include "core/object.h"
#include "core/ustring.h"
#include "core/vector.h"
#include "item_instance.h"
#include "player_talent.h"
#include "scene/2d/physics_body_2d.h"
#include "../data/spell.h"
#include "stats/stat.h"
#include "../data/data_manager.h"
#include "../entity_enums.h"
#include "../spells/spell_cast_info.h"
#include "../skeleton/character_skeleton.h"
#include "../utility/entity_create_info.h"
class CharacterClass;
class AuraData;
class Spell;
class SpellDamageInfo;
class SpellCastInfo;
class EntityCreateInfo;
enum SpellCastDataSignals {
CastFailed,
StartCasting,
CastFinished,
SetTarget
};
VARIANT_ENUM_CAST(SpellCastDataSignals);
enum PlayerStates {
STATE_FREEZE,
STATE_NORMAL
};
VARIANT_ENUM_CAST(PlayerStates);
enum PlayerSendFlags {
SEND_FLAG_NONE,
SEND_FLAG_INVENTORY,
SEND_FLAG_SPELL_DATA,
SEND_FLAG_AURAS,
};
#ifdef ENTITIES_2D
class Entity : public KinematicBody2D {
GDCLASS(Entity, KinematicBody2D);
#else
class Entity : public KinematicBody {
GDCLASS(Entity, KinematicBody);
#endif
public:
Entity();
~Entity();
void initialize(Ref<EntityCreateInfo> info);
void Update(); //old, remove
//// Base ////
NodePath get_character_skeleton_path();
void set_character_skeleton_path(NodePath value);
CharacterSkeleton *get_character_skeleton();
int getc_guid();
void setc_guid(int value);
int gets_guid();
void sets_guid(int value);
PlayerStates getc_state();
void setc_state(PlayerStates state);
PlayerStates gets_state();
void sets_state(PlayerStates state);
int gets_class_id();
void sets_class_id(int value);
int getc_class_id();
void setc_class_id(int value);
EntityEnums::EntityType gets_entity_type();
void sets_entity_type(EntityEnums::EntityType value);
EntityEnums::EntityType getc_entity_type();
void setc_entity_type(EntityEnums::EntityType value);
String gets_player_name();
void sets_player_name(String value);
String getc_player_name();
void setc_player_name(String value);
int gets_gender();
void sets_gender(int value);
int getc_gender();
void setc_gender(int value);
int gets_level();
void sets_level(int value);
int getc_level();
void setc_level(int value);
int gets_xp();
void sets_xp(int value);
int getc_xp();
void setc_xp(int value);
Ref<CharacterClass> getc_character_class();
void setc_character_class(Ref<CharacterClass> value);
Ref<CharacterClass> gets_character_class();
void sets_character_class(Ref<CharacterClass> value);
void sinitialize_stats();
void reward_xp_for_mob(int level);
void level_up(int num = 1);
void set_level_without_modifiers(int newLevel, bool a);
void apply_level_modifiers();
void rpc_level_up();
void registers();
//// SpellCastData ////
bool gets_casting() { return _s_casting; }
void sets_casting(bool value) { _s_casting = value; }
int gets_spell_id() { return _s_spell_id; }
void sets_spell_id(int value) { _s_spell_id = value; }
float gets_current_cast_time() { return _s_current_cast_time; }
void sets_current_cast_time(float value) { _s_current_cast_time = value; }
float gets_cast_time() { return _s_cast_time; }
void sets_cast_time(float value) { _s_cast_time = value; }
float gets_spell_scale() { return _s_spell_scale; }
void sets_spell_scale(float value) { _s_spell_scale = value; }
bool getc_casting() { return _c_casting; }
void setc_casting(bool value) { _c_casting = value; }
int getc_spell_id() { return _c_spell_id; }
void setc_spell_id(int value) { _c_spell_id = value; }
float getc_current_cast_time() { return _c_current_cast_time; }
void setc_current_cast_time(float value) { _c_current_cast_time = value; }
float getc_cast_time() { return _c_cast_time; }
void setc_cast_time(float value) { _c_cast_time = value; }
String getc_spell_name() { return _c_spell_name; }
void setc_spell_name(String value) { _c_spell_name = value; }
Entity *gets_spell_target();
void sets_spell_target(Node *p_target);
Entity *getc_spell_target();
void setc_spell_target(Node *p_target);
int gets_target_guid() { return _s_target_guid; }
int gets_spell_cast_game_object_guid() { return _s_spell_cast_game_object_guid; }
//// Stats ////
_FORCE_INLINE_ Ref<Stat> get_health() { return _health; }
_FORCE_INLINE_ Ref<Stat> get_mana() { return _mana; }
_FORCE_INLINE_ Ref<Stat> get_speed() { return _speed; }
_FORCE_INLINE_ Ref<Stat> get_gcd() { return _gcd; }
_FORCE_INLINE_ Ref<Stat> get_melee_crit() { return _melee_crit; }
_FORCE_INLINE_ Ref<Stat> get_melee_crit_bonus() { return _melee_crit_bonus; }
_FORCE_INLINE_ Ref<Stat> get_spell_crit() { return _spell_crit; }
_FORCE_INLINE_ Ref<Stat> get_spell_crit_bonus() { return _spell_crit_bonus; }
_FORCE_INLINE_ Ref<Stat> get_block() { return _block; }
_FORCE_INLINE_ Ref<Stat> get_parry() { return _parry; }
_FORCE_INLINE_ Ref<Stat> get_damage_reduction() { return _damage_reduction; }
_FORCE_INLINE_ Ref<Stat> get_melee_damage_reduction() { return _melee_damage_reduction; }
_FORCE_INLINE_ Ref<Stat> get_spell_damage_reduction() { return _spell_damage_reduction; }
_FORCE_INLINE_ Ref<Stat> get_damage_taken() { return _damage_taken; }
_FORCE_INLINE_ Ref<Stat> get_melee_damage() { return _melee_damage; }
_FORCE_INLINE_ Ref<Stat> get_spell_damage() { return _spell_damage; }
Ref<Stat> get_stat_int(int index);
void set_stat_int(int index, Ref<Stat> entry);
Ref<Stat> get_stat_enum(Stat::StatId stat_id);
void set_stat_enum(Stat::StatId stat_id, Ref<Stat> entry);
//// SpellSystem ////
//add heal pipeline
//EventHandlers
void son_before_aura_applied(Ref<AuraData> data);
void son_after_aura_applied(Ref<AuraData> data);
void son_hit(Ref<SpellDamageInfo> data);
void son_before_damage(Ref<SpellDamageInfo> data);
void son_damage_receive(Ref<SpellDamageInfo> data);
void son_dealt_damage(Ref<SpellDamageInfo> data);
void son_damage_dealt(Ref<SpellDamageInfo> data);
void son_before_cast(Ref<SpellCastInfo> info);
void son_before_cast_target(Ref<SpellCastInfo> info);
void son_cast_finished_target(Ref<SpellCastInfo> info);
void son_cast_finished(Ref<SpellCastInfo> info);
void son_cast_started(Ref<SpellCastInfo> info);
void son_cast_failed(Ref<SpellCastInfo> info);
//Clientside EventHandlers
void con_cast_failed(Ref<SpellCastInfo> info);
void con_cast_started(Ref<SpellCastInfo> info);
void con_cast_state_changed(Ref<SpellCastInfo> info);
void con_cast_finished(Ref<SpellCastInfo> info);
void con_spell_cast_success(Ref<SpellCastInfo> info);
//Modifiers/Requesters
void sapply_passives_damage_receive(Ref<SpellDamageInfo> data);
void sapply_passives_damage_deal(Ref<SpellDamageInfo> data);
//Spell operations
void scast_spell(int spell_id);
void crequest_spell_cast(int spell_id);
//Damage Operations
void stake_damage(Ref<SpellDamageInfo> data);
void sdeal_damage_to(Ref<SpellDamageInfo> data);
//Aura Manipulation
void sadd_aura(Ref<AuraData> aura);
void sremove_aura(Ref<AuraData> aura);
void sremove_aura_expired(Ref<AuraData> aura);
void sremove_aura_dispelled(Ref<AuraData> aura);
void cadd_aura(Ref<AuraData> aura);
void cremove_aura(Ref<AuraData> aura);
void cremove_aura_expired(Ref<AuraData> aura);
void cremove_aura_dispelled(Ref<AuraData> aura);
void sremove_auras_with_group(int aura_group);
int sget_aura_count();
Ref<Aura> sget_aura(int index);
int cget_aura_count();
Ref<Aura> cget_aura(int index);
//Hooks
void moved();
//Update
void update_auras(float delta);
//Old, hook loading update when needed
void setup_on_player_moves(Entity *bopmccc, Vector<int> *sspells); //load -> remove, just store spellIds
//Old stuff, remove or update
void take_heal(int heal, bool crit, Entity *dealer);
void die();
void resurrect();
void creceive_resurrect();
void creceive_damage_taken(Ref<SpellDamageInfo> data);
void creceiveon_damage_dealt(Ref<SpellDamageInfo> data);
void creceive_heal_taken(int heal, bool crit, Entity *dealer);
void creceive_died();
void creceive_mana_changed(int amount);
void trigger_global_cooldown();
void creceive_trigger_global_cooldown();
bool gets_is_dead();
bool getc_is_dead();
bool getc_has_global_cooldown();
bool gets_has_global_cooldown();
void son_death();
Ref<SpellCastInfo> gets_spell_cast_info();
void sets_spell_cast_info(Ref<SpellCastInfo> info);
Ref<SpellCastInfo> getc_spell_cast_info();
void setc_spell_cast_info(Ref<SpellCastInfo> info);
//// Casting System ////
void sstart_casting(Ref<SpellCastInfo> info);
void sfail_cast();
void sdelay_cast();
void sfinish_cast();
void sinterrupt_cast();
void cstart_casting(Ref<SpellCastInfo> info);
void cfail_cast();
void cdelay_cast();
void cfinish_cast();
void cinterrupt_cast();
//// TargetComponent ////
Entity *gets_target();
void sets_target(Node *p_target);
Entity *getc_target();
void setc_target(Node *p_target);
//// TalentComponent ////
void csend_request_rank_increase(int talentID);
void csend_request_rank_decrease(int talentID);
void ssend_rank(int talentID, int rank);
void sreceive_rank_increase(int talentID);
void sreceive_rank_decrease(int talentID);
void creceive_rank(int talentID, int rank);
PlayerTalent *sget_talent(int id, bool create = false);
PlayerTalent *cget_talent(int id, bool create = false);
//// PlayerSpellDataComponent ////
Vector<int> *gets_spell_data();
Vector<int> *getc_spell_data();
//HashMap<int, PlayerLocalSpellData> *getLocalSpellData(); //this should be the same object
//void AddSSpellData(PlayerSpellData *psd);
//void AddCSpellData(PlayerSpellData *psd);
//void RemoveSSpellData(PlayerSpellData *psd);
void ssend_add_cplayer_spell_cooldown_data(int spellId, float cooldown, float remainingCooldown);
void ssend_remove_cplayer_spell_cooldown_data(int spellId);
void creceive_add_cplayer_spell_cooldown_data(int spellId, float cooldown, float remainingCooldown);
void creceive_remove_cplayer_spell_cooldown_data(int spellId);
//void RemoveCSpellData(int spellId, Type *type);
//// Inventory ////
int INVENTORY_DEFAULT_SIZE;
Vector<ItemInstance *> *get_sinventory();
Vector<ItemInstance *> *get_cinventory();
//Vector<ItemInstance *> *getSCraftMaterialInventory();
//Vector<ItemInstance *> *getCCraftMaterialInventory();
//void Update();
void sadd_craft_material(int itemId, int count);
void sremove_craft_material(int itemId, int count);
bool stry_to_add_item(int itemId, int count);
bool stry_to_remove_item(int itemId, int count);
void ssend_add_item(int slotId, int itemId, int count);
void ssend_change_item_count(int slotId, int count);
void ssend_remove_item(int slotId);
void ssend_move_item(int slot1, int slot2);
void ssend_sent_items(String items);
void csend_swap_items(int slot1, int slot2);
void csend_craft_item_request(int craftId);
void ssend_add_craft_material(int itemId, int count);
void ssend_remove_craft_material(int itemId, int count);
void ssend_sent_craft_materials(String materials);
void creceive_add_item(int slotId, int itemId, int count);
void creceive_change_item_count(int slotId, int count);
void creceive_remove_item(int slotId);
void creceive_move_item(int slot1, int slot2);
void creceive_add_craft_material(int itemId, int count);
void creceive_remove_craft_material(int itemId, int count);
void creceive_sent_craft_materials(String materials);
void creceive_sent_items(String items);
void sreceive_swap_items(int slot1, int slot2);
bool shas_craft_material(int itemId, int count);
bool shas_item(int itemId, int count);
bool chas_craft_material(int itemId, int count);
bool chas_item(int itemId, int count);
int cget_item_count(int itemId);
int sget_item_count(int itemId);
int cget_craft_material_count(int itemId);
int sget_craft_material_count(int itemId);
bool ccan_craft(CraftDataAttribute *cda);
bool ctry_to_craft(CraftDataAttribute *cda);
bool scan_craft(CraftDataAttribute *cda);
void scraft(CraftDataAttribute *cda);
void sreceive_craft_item_msg(int craftId);
void cswap_items_in_slots(int slot1, int slot2);
void loaded();
void send_all_items();
String random_name();
String request_spell_name(int spellId);
String request_spell_description(int spellId, int level);
protected:
static void _bind_methods();
virtual void _notification(int p_what);
virtual void update(float delta);
private:
const float SAVE_BASE_SECONDS = 10.0;
//// Paths ////
NodePath _character_skeleton_path;
CharacterSkeleton *_character_skeleton;
//// PlayerData ////
int _s_guid;
int _c_guid;
int _s_class_id;
int _c_class_id;
int _s_type;
int _c_type;
int _s_gender;
int _c_gender;
int _s_level;
int _c_level;
int _s_xp;
int _c_xp;
Ref<CharacterClass> _s_character_class;
Ref<CharacterClass> _c_character_class;
int _s_send_flag;
String _s_player_name;
String _c_player_name;
PlayerStates _s_state = PlayerStates::STATE_NORMAL;
PlayerStates _c_state = PlayerStates::STATE_NORMAL;
//// Stats ////
Ref<Stat> _health;
Ref<Stat> _mana;
Ref<Stat> _speed;
Ref<Stat> _gcd;
Ref<Stat> _melee_crit;
Ref<Stat> _melee_crit_bonus;
Ref<Stat> _spell_crit;
Ref<Stat> _spell_crit_bonus;
Ref<Stat> _block;
Ref<Stat> _parry;
Ref<Stat> _damage_reduction;
Ref<Stat> _melee_damage_reduction;
Ref<Stat> _spell_damage_reduction;
Ref<Stat> _damage_taken;
Ref<Stat> _melee_damage;
Ref<Stat> _spell_damage;
Ref<Stat> _stats[Stat::STAT_ID_TOTAL_STATS];
//old
bool sIsDead;
bool cIsDead;
bool localClient;
bool s;
bool c;
bool cHasGlobalCooldown;
bool sHasGlobalCooldown;
float sRezTimer;
float cRezTimer;
//bool init;
//// SpellCastData ////
bool _s_casting;
int _s_spell_id;
float _s_current_cast_time;
float _s_cast_time;
float _s_spell_scale;
bool _c_casting;
int _c_spell_id;
float _c_current_cast_time;
float _c_cast_time;
String _c_spell_name;
Entity *_s_spell_target;
Entity *_c_spell_target;
int _s_spell_target_guid;
int _s_spell_cast_game_object_guid;
Ref<SpellCastInfo> _s_spell_cast_info;
Ref<SpellCastInfo> _c_spell_cast_info;
//// AuraComponent ////
Vector<Ref<AuraData> > *_s_auras;
Vector<Ref<AuraData> > *_c_auras;
EntityEnums::EntityType _s_entity_type;
EntityEnums::EntityType _c_entity_type;
//// targetComponent ////
int _s_target_guid;
Entity *_s_target;
Entity *_c_target;
//// TalentComponent ////
Vector<PlayerTalent *> *_s_talents;
Vector<PlayerTalent *> *_c_talents;
//// PlayerSpellDataComponent ////
Vector<int> *_s_spell_data;
Vector<int> *_c_spell_data;
HashMap<int, int> *_local_spell_data;
//// Inventory ////
Vector<ItemInstance *> *_s_inventory;
Vector<ItemInstance *> *_c_inventory;
};
#endif