entity_spell_system/entities/data/entity_data.h

273 lines
9.3 KiB
C++

/*
Copyright (c) 2019-2020 Péter Magyar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef ENTITY_DATA_H
#define ENTITY_DATA_H
#include "core/resource.h"
#include "core/ustring.h"
#include "core/vector.h"
#include "scene/resources/texture.h"
#include "../../entities/stats/stat_data.h"
#include "../../entity_enums.h"
#include "../../entities/auras/aura_data.h"
#include "../../pipelines/spell_damage_info.h"
#include "../../pipelines/spell_heal_info.h"
#include "../../utility/category_cooldown.h"
#include "../../utility/cooldown.h"
#include "../../data/loot/loot_data_base.h"
#include "entity_class_data.h"
#include "item_container_data.h"
#include "../../data/items/equipment_data.h"
#include "../../data/species/entity_species_data.h"
#include "../../formations/ai_formation.h"
#include "../ai/entity_ai.h"
class Aura;
class Spell;
class Entity;
class CharacterSpec;
class Entity;
class SpellCastInfo;
class AIAction;
class VendorItemData;
class CraftRecipe;
class EntityData : public Resource {
GDCLASS(EntityData, Resource);
public:
int get_id() const;
void set_id(const int value);
String get_text_description() const;
void set_text_description(const String value);
Ref<EntityData> get_inherits() const;
void set_inherits(const Ref<EntityData> &value);
int get_entity_type() const;
void set_entity_type(const int value);
EntityEnums::EntityInteractionType get_entity_interaction_type() const;
void set_entity_interaction_type(const EntityEnums::EntityInteractionType value);
bool get_is_playable() const;
void set_is_playable(const bool value);
int get_immunity_flags() const;
void set_immunity_flags(const int value);
int get_entity_flags() const;
void set_entity_flags(const int value);
EntityEnums::EntityController get_entity_controller() const;
void set_entity_controller(const EntityEnums::EntityController value);
int get_money() const;
void set_money(const int value);
int get_bag_size() const;
void set_bag_size(const int value);
Ref<StatData> get_stat_data();
void set_stat_data(Ref<StatData> value);
Ref<EntitySpeciesData> get_entity_species_data() const;
void set_entity_species_data(const Ref<EntitySpeciesData> &value);
Ref<EntityClassData> get_entity_class_data() const;
void set_entity_class_data(const Ref<EntityClassData> &data);
Ref<EquipmentData> get_equipment_data() const;
void set_equipment_data(const Ref<EquipmentData> &data);
Ref<EntityAI> get_ai() const;
void set_ai(const Ref<EntityAI> &ai);
Ref<EntityAI> get_ai_instance();
Ref<EntityAI> _get_ai_instance();
Ref<AIFormation> get_formation() const;
void set_formation(const Ref<AIFormation> &data);
Ref<LootDataBase> get_loot_db() const;
void set_loot_db(const Ref<LootDataBase> &data);
Ref<VendorItemData> get_vendor_item_data() const;
void set_vendor_item_data(const Ref<VendorItemData> &data);
Ref<VendorItemData> get_spell_train_data() const;
void set_spell_train_data(const Ref<VendorItemData> &data);
Ref<ItemContainerData> get_item_container_data() const;
void set_item_container_data(const Ref<ItemContainerData> &data);
//Craft Recipes
int get_num_craft_recipes() const;
Ref<CraftRecipe> get_craft_recipe(int index);
void set_craft_recipe(int index, const Ref<CraftRecipe> &recipe);
Vector<Variant> get_craft_recipes() const;
void set_craft_recipes(const Vector<Variant> &recipe);
String generate_name();
//Setup
void setup_resources(Entity *entity);
//// Interactions ////
bool cans_interact(Entity *entity);
bool cans_interact_bind(Node *entity);
void sinteract(Entity *entity);
void sinteract_bind(Node *entity);
//// Spell System ////
void start_casting(int spell_id, Entity *caster, float spellScale);
void notification_saura(int what, Ref<AuraData> data);
void notification_sheal(int what, Ref<SpellHealInfo> info);
void notification_scast(int what, Ref<SpellCastInfo> info);
void notification_sdamage(int what, Ref<SpellDamageInfo> info);
void notification_sdeath(Entity *entity);
void notification_sdeath_bind(Node *entity);
void notification_scooldown_added(Ref<Cooldown> cooldown);
void notification_scooldown_removed(Ref<Cooldown> cooldown);
void notification_scategory_cooldown_added(Ref<CategoryCooldown> category_cooldown);
void notification_scategory_cooldown_removed(Ref<CategoryCooldown> category_cooldown);
void notification_sgcd_started(Entity *entity, float gcd);
void notification_sgcd_finished(Entity *entity);
void notification_sgcd_started_bind(Node *entity, float gcd);
void notification_sgcd_finished_bind(Node *entity);
void notification_sxp_gained(Entity *entity, int value);
void notification_sxp_gained_bind(Node *entity, int value);
void notification_sclass_level_up(Entity *entity, int value);
void notification_sclass_level_up_bind(Node *entity, int value);
void notification_scharacter_level_up(Entity *entity, int value);
void notification_scharacter_level_up_bind(Node *entity, int value);
void notification_sentity_resource_added(Ref<EntityResource> resource);
void notification_sentity_resource_removed(Ref<EntityResource> resource);
//Clientside Event Handlers
void notification_caura(int what, Ref<AuraData> data);
void notification_cheal(int what, Ref<SpellHealInfo> info);
void notification_ccast(int what, Ref<SpellCastInfo> info);
void notification_cdamage(int what, Ref<SpellDamageInfo> info);
void notification_ccooldown_added(Ref<Cooldown> cooldown);
void notification_ccooldown_removed(Ref<Cooldown> cooldown);
void notification_ccategory_cooldown_added(Ref<CategoryCooldown> category_cooldown);
void notification_ccategory_cooldown_removed(Ref<CategoryCooldown> category_cooldown);
void notification_cdeath(Entity *entity);
void notification_cdeath_bind(Node *entity);
void notification_cgcd_started(Entity *entity, float gcd);
void notification_cgcd_finished(Entity *entity);
void notification_cgcd_started_bind(Node *entity, float gcd);
void notification_cgcd_finished_bind(Node *entity);
void notification_cxp_gained(Entity *entity, int value);
void notification_cxp_gained_bind(Node *entity, int value);
void notification_cclass_level_up(Entity *entity, int value);
void notification_cclass_level_up_bind(Node *entity, int value);
void notification_ccharacter_level_up(Entity *entity, int value);
void notification_ccharacter_level_up_bind(Node *entity, int value);
void notification_centity_resource_added(Ref<EntityResource> resource);
void notification_centity_resource_removed(Ref<EntityResource> resource);
//Equipment
bool equip_should_deny(Entity *entity, int equip_slot, Ref<ItemInstance> item);
bool equip_should_deny_bind(Node *entity, int equip_slot, Ref<ItemInstance> item);
void equip_son_success(Entity *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_son_success_bind(Node *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_son_fail(Entity *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_son_fail_bind(Node *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_con_success(Entity *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_con_success_bind(Node *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_con_fail(Entity *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_con_fail_bind(Node *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
EntityData();
~EntityData();
protected:
void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
private:
int _id;
Ref<EntityData> _inherits;
int _entity_type;
EntityEnums::EntityInteractionType _interaction_type;
bool _is_playable;
int _immunity_flags;
int _entity_flags;
EntityEnums::EntityController _entity_controller;
String _text_description;
int _money;
int _bag_size;
Ref<StatData> _stat_data;
Ref<EntityClassData> _entity_class_data;
Ref<EntitySpeciesData> _entity_species_data;
Ref<EquipmentData> _equipment_data;
Ref<EntityAI> _ai;
Ref<AIFormation> _formation;
Ref<LootDataBase> _lootdb;
Ref<VendorItemData> _vendor_item_data;
Ref<VendorItemData> _spell_train_data;
Ref<ItemContainerData> _item_container_data;
Vector<Ref<CraftRecipe> > _craft_recipes;
};
#endif