entity_spell_system/entities/stats/stat.h

204 lines
4.0 KiB
C++

#ifndef STAT_H
#define STAT_H
#include "core/reference.h"
#include "core/ustring.h"
#include "core/vector.h"
#include "scene/resources/curve.h"
#include "stat_modifier.h"
class StatDataEntry;
class Entity;
class Stat : public Reference {
GDCLASS(Stat, Reference);
public:
static const String STAT_BINDING_STRING;
static const String MAIN_STAT_BINDING_STRING;
static const String MODIFIER_APPLY_TYPE_BINDING_STRING;
enum StatId {
STAT_ID_HEALTH = 0,
STAT_ID_SPEED,
STAT_ID_MANA,
STAT_ID_GLOBAL_COOLDOWN,
STAT_ID_HASTE,
STAT_ID_AGILITY,
STAT_ID_STRENGTH,
STAT_ID_STAMINA,
STAT_ID_INTELLECT,
STAT_ID_SPIRIT,
STAT_ID_HASTE_RATING,
STAT_ID_RESLILIENCE,
STAT_ID_ARMOR,
STAT_ID_ATTACK_POWER,
STAT_ID_SPELL_POWER,
STAT_ID_MELEE_CRIT,
STAT_ID_MELEE_CRIT_BONUS,
STAT_ID_SPELL_CRIT,
STAT_ID_SPELL_CRIT_BONUS,
STAT_ID_BLOCK,
STAT_ID_PARRY,
STAT_ID_DAMAGE_REDUCTION,
STAT_ID_MELEE_DAMAGE_REDUCTION,
STAT_ID_SPELL_DAMAGE_REDUCTION,
STAT_ID_DAMAGE_TAKEN,
STAT_ID_HEAL_TAKEN,
STAT_ID_MELEE_DAMAGE,
STAT_ID_SPELL_DAMAGE,
STAT_ID_HOLY_RESIST,
STAT_ID_SHADOW_RESIST,
STAT_ID_NATURE_RESIST,
STAT_ID_FIRE_RESIST,
STAT_ID_FROST_RESIST,
STAT_ID_LIGHTNING_RESIST,
STAT_ID_CHAOS_RESIST,
STAT_ID_SILENCE_RESIST,
STAT_ID_FEAR_RESIST,
STAT_ID_STUN_RESIST,
STAT_ID_ENERGY,
STAT_ID_RAGE,
STAT_ID_XP_RATE,
STAT_DISPELL_RESIST,
STAT_ID_TOTAL_STATS,
STAT_ID_NONE = STAT_ID_TOTAL_STATS,
};
enum StatModifierApplyType {
MODIFIER_APPLY_TYPE_STANDARD,
MODIFIER_APPLY_TYPE_ONLY_MIN_MODIFIER,
MODIFIER_APPLY_TYPE_ONLY_MAX_MODIFIER,
};
enum MainStats {
MAIN_STAT_AGILITY = 0,
MAIN_STAT_STRENGTH = 1,
MAIN_STAT_STAMINA = 2,
MAIN_STAT_INTELLECT = 3,
MAIN_STAT_SPIRIT = 4,
MAIN_STAT_ID_START = STAT_ID_AGILITY,
MAIN_STAT_ID_COUNT = 5,
};
static String stat_id_name(int stat_id);
public:
Stat::StatId get_id();
void set_id(Stat::StatId id);
Ref<StatDataEntry> get_stat_data_entry();
void set_stat_data_entry(Ref<StatDataEntry> entry);
Entity *get_owner();
void set_owner(Entity *value);
void set_owner_bind(Node *value);
StatModifierApplyType get_stat_modifier_type();
void set_stat_modifier_type(StatModifierApplyType value);
bool get_public();
void set_public(bool value);
bool get_locked();
void set_locked(bool value);
bool get_dirty();
void set_dirty(bool value);
bool get_dirty_mods();
void set_dirty_mods(bool value);
float get_base();
float get_bonus();
float get_percent();
float gets_current();
void sets_current(float value);
float gets_max();
void sets_max(float value);
float getc_current();
void setc_current(float value);
float getc_max();
void setc_max(float value);
void setc_values(int ccurrent, int cmax);
Vector<Ref<StatModifier> > *get_modifiers();
Ref<StatModifier> add_modifier(int id, float base_mod, float bonus_mod, float percent_mod);
Ref<StatModifier> get_or_add_modifier(int id);
void remove_modifier(int id);
void remove_modifier_index(int index);
int get_modifier_count();
void clear_modifiers();
Ref<StatModifier> get_modifier(int index);
void apply_modifiers();
void reset_values();
void refresh_currmax();
bool iss_current_zero();
bool isc_current_zero();
void set_to_max();
void modifier_changed(Ref<StatModifier> modifier);
Dictionary to_dict();
void from_dict(const Dictionary &dict);
Dictionary _to_dict();
void _from_dict(const Dictionary &dict);
Stat();
Stat(Stat::StatId id, Entity *owner);
Stat(Stat::StatId id, StatModifierApplyType modifier_apply_type, Entity *owner);
~Stat();
protected:
static void _bind_methods();
private:
Stat::StatId _id;
StatModifierApplyType _modifier_apply_type;
Vector<Ref<StatModifier> > _modifiers;
bool _public;
bool _locked;
bool _dirty;
bool _dirty_mods;
float _base;
float _bonus;
float _percent;
float _s_current;
float _s_max;
float _c_current;
float _c_max;
Entity *_owner;
Ref<StatDataEntry> _stat_data_entry;
};
VARIANT_ENUM_CAST(Stat::StatId);
VARIANT_ENUM_CAST(Stat::MainStats);
VARIANT_ENUM_CAST(Stat::StatModifierApplyType);
#endif