entity_spell_system/data/aura.h
Relintai 9aaa5d1d5a -Renamed CharacterSkeletonBoneId to CharacterSkeletonPoints.
-Added rank to spells.
-Removed The Icon class, and the SpellManager.
-More cleanup.
-Removed more collection dynamic allocations.
2019-05-30 00:26:02 +02:00

386 lines
13 KiB
C++

#ifndef AURA_H
#define AURA_H
#include "core/resource.h"
#include "scene/resources/curve.h"
#include "scene/resources/texture.h"
#include "../entity_enums.h"
#include "../spell_enums.h"
#include "../entities/entity.h"
#include "../entities/stats/stat.h"
#include "../spells/aura_infos.h"
#include "aura_stat_attribute.h"
#include "aura_trigger_data.h"
#include "../entities/auras/aura_data.h"
#include "../pipelines/spell_damage_info.h"
#include "../pipelines/spell_heal_info.h"
#include "../spells/spell_cast_info.h"
class AuraApplyInfo;
class AuraScript;
class Entity;
class SpellCastInfo;
class Aura : public Resource {
GDCLASS(Aura, Resource);
public:
int get_id();
void set_id(int value);
Ref<Texture> get_icon();
void set_icon(Ref<Texture> value);
float get_time();
void set_time(float value);
int get_aura_group();
void set_aura_group(int value);
bool get_is_debuff();
void set_is_debuff(bool value);
SpellEnums::AuraType get_aura_type();
void set_aura_type(SpellEnums::AuraType value);
String get_aura_name();
void set_aura_name(String name);
String get_aura_description();
void set_aura_description(String description);
int get_ability_scale_data_id();
void set_ability_scale_data_id(int value);
float get_damage_scale_for_level(int level);
float get_heal_scale_for_level(int level);
float get_absorb_scale_for_level(int level);
void set(int id, float time, int auraGroup);
// AnimationCurve* getDamageLevelScaling();
// AnimationCurve* getAbsorbLevelScaling();
// AnimationCurve* getHealLevelScaling();
// void SetScalingData(AbilityScalingData* scalingData);
// static void FromJSON(Aura* ada, JsonReader* r);
// static void ToJSON(Aura* ada, JsonWriter* w);
//VisualEffect
bool has_effect_visual();
EntityEnums::CharacterSkeletonPoints get_effect_visual_point();
void set_effect_visual_point(EntityEnums::CharacterSkeletonPoints point);
Ref<PackedScene> get_effect_visual();
void set_effect_visual(Ref<PackedScene> value);
//Damage
bool is_damage_enabled();
void set_damage_enabled(bool value);
int get_damage_type();
void set_damage_type(int value);
int get_damage_min();
void set_damage_min(int value);
int get_damage_max();
void set_damage_max(int value);
float get_damage_tick();
void set_damage_tick(float value);
bool get_damage_can_crit();
void set_damage_can_crit(bool value);
void set_damage(int min, int max, float tick, bool can_crit);
//Absorb
bool is_absorb_enabled();
void set_absorb_enabled(bool value);
int get_absorb_damage_type();
void set_absorb_damage_type(int value);
int get_absorb_min();
void set_absorb_min(int value);
int get_absorb_max();
void set_absorb_max(int value);
//Heal
bool is_heal_enabled();
void set_heal_enabled(bool value);
int get_heal_min();
void set_heal_min(int value);
int get_heal_max();
void set_heal_max(int value);
float get_heal_tick();
void set_heal_tick(float value);
bool get_heal_can_crit();
void set_heal_can_crit(bool value);
void set_heal(int min, int max, float tick, bool can_crit);
Ref<Curve> get_damage_scaling_curve() { return _damage_scaling_curve; }
void set_damage_scaling_curve(Ref<Curve> curve) { _damage_scaling_curve = curve; }
Ref<Curve> get_heal_scaling_curve() { return _heal_scaling_curve; }
void set_heal_scaling_curve(Ref<Curve> curve) { _heal_scaling_curve = curve; }
Ref<Curve> get_absorb_scaling_curve() { return _absorb_scaling_curve; }
void set_absorb_scaling_curve(Ref<Curve> curve) { _absorb_scaling_curve = curve; }
//states
int get_add_states() { return _add_states; }
void set_add_states(int value) { _add_states = value; }
int get_remove_effects_with_states() { return _remove_effects_with_states; }
void set_remove_effects_with_states(int value) { _remove_effects_with_states = value; }
int get_supress_states() { return _supress_states; }
void set_supress_states(int value) { _supress_states = value; }
//DiminishingReturns
SpellEnums::DiminishingReturnCategory get_diminishing_category();
void set_diminishing_category(SpellEnums::DiminishingReturnCategory diminishingCategory);
//Triggers
int get_trigger_count() const;
void set_trigger_count(int count);
SpellEnums::TriggerEvents get_trigger_event(int index) const;
void set_trigger_event(int index, const SpellEnums::TriggerEvents value);
Ref<Aura> get_trigger_aura(int index) const;
void set_trigger_aura(int index, const Ref<Aura> value);
Ref<Spell> get_trigger_spell(int index) const;
void set_trigger_spell(int index, const Ref<Spell> value);
//AuraStatAttributes
int get_aura_stat_attribute_count() const;
void set_aura_stat_attribute_count(int count);
Stat::StatId get_aura_stat_attribute_stat(int index) const;
void set_aura_stat_attribute_stat(int index, const Stat::StatId value);
float get_aura_stat_attribute_base_mod(int index) const;
void set_aura_stat_attribute_base_mod(int index, float value);
float get_aura_stat_attribute_bonus_mod(int index) const;
void set_aura_stat_attribute_bonus_mod(int index, float value);
float get_aura_stat_attribute_percent_mod(int index) const;
void set_aura_stat_attribute_percent_mod(int index, float value);
Ref<AuraStatAttribute> get_aura_stat_attribute(int index) { return _aura_stat_attributes[index]; }
//// SpellSystem ////
//Commands, c++ only
void sapply_simple(Entity *caster, Entity *target, float spell_scale);
//Commands
void sapply(Ref<AuraApplyInfo> info);
void sremove(Ref<AuraData> aura);
void sremove_expired(Ref<AuraData> aura);
void sremove_dispell(Ref<AuraData> aura);
void supdate(Ref<AuraData> aura, float delta);
virtual void _sapply(Ref<AuraApplyInfo> info);
virtual void _sremove(Ref<AuraData> aura);
virtual void _sremove_expired(Ref<AuraData> aura);
virtual void _supdate(Ref<AuraData> aura, float delta);
virtual void _sremove_dispell(Ref<AuraData> aura);
//EventHandlers
void son_before_cast(Ref<SpellCastInfo> info);
void son_before_cast_target(Ref<SpellCastInfo> info);
void son_cast_started(Ref<SpellCastInfo> info);
void son_cast_failed(Ref<SpellCastInfo> info);
void son_cast_finished(Ref<SpellCastInfo> info);
void son_cast_finished_target(Ref<SpellCastInfo> info);
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_heal(Ref<SpellHealInfo> data);
void son_heal_receive(Ref<SpellHealInfo> data);
void son_dealt_heal(Ref<SpellHealInfo> data);
void son_heal_dealt(Ref<SpellHealInfo> data);
void son_remove(Ref<AuraData> aura);
void son_remove_expired(Ref<AuraData> aura);
void son_remove_dispell(Ref<AuraData> aura);
void son_before_aura_applied(Ref<AuraData> data);
void son_after_aura_applied(Ref<AuraData> data);
//Clientside Event Handlers
void con_added(Ref<AuraData> data);
void con_removed(Ref<AuraData> data);
void con_refresh(Ref<AuraData> data);
//Calculations / Queries
void setup_aura_data(Ref<AuraData> data, Ref<AuraApplyInfo> info);
virtual void _setup_aura_data(Ref<AuraData> data, Ref<AuraApplyInfo> info);
void sapply_passives_damage_receive(Ref<SpellDamageInfo> data);
void sapply_passives_damage_deal(Ref<SpellDamageInfo> data);
void calculate_initial_damage(Ref<AuraData> aura_data, Ref<AuraApplyInfo> info);
void handle_aura_damage(Ref<AuraData> aura_data, Ref<SpellDamageInfo> data);
virtual void _sapply_passives_damage_receive(Ref<SpellDamageInfo> data);
virtual void _sapply_passives_damage_deal(Ref<SpellDamageInfo> data);
virtual void _calculate_initial_damage(Ref<AuraData> aura_data, Ref<AuraApplyInfo> info);
virtual void _handle_aura_damage(Ref<AuraData> aura_data, Ref<SpellDamageInfo> data);
void sapply_passives_heal_receive(Ref<SpellHealInfo> data);
void sapply_passives_heal_deal(Ref<SpellHealInfo> data);
void calculate_initial_heal(Ref<AuraData> aura_data, Ref<AuraApplyInfo> info);
void handle_aura_heal(Ref<AuraData> aura_data, Ref<SpellHealInfo> data);
virtual void _sapply_passives_heal_receive(Ref<SpellHealInfo> data);
virtual void _sapply_passives_heal_deal(Ref<SpellHealInfo> data);
virtual void _calculate_initial_heal(Ref<AuraData> aura_data, Ref<AuraApplyInfo> info);
virtual void _handle_aura_heal(Ref<AuraData> aura_data, Ref<SpellHealInfo> data);
Aura();
~Aura();
/*
void RemoveAura(WorldEntity *caster);
bool ShouldApplyModifiers(WorldEntity *target);
bool BasicAuraUpdate(WorldEntity *target, AuraData *data);
bool ShouldApplyModifiers(WorldEntity *target, float refreshTo);
bool ShouldApplyModifiers(WorldEntity *target, float refreshTo, WorldEntity *caster, float spellScale);
bool ShouldRemoveModifiers(WorldEntity *target);
void RefreshDamageCountAuraDiminished(WorldEntity *target, float refreshTo, WorldEntity *caster, DiminishingReturnAuraData::DiminishingReturnCategory diminsihingType, DamageCountAuraData *aura);
void AddAuraDataToTarget(WorldEntity *target, AuraData *data);
void AddAuraDataToTarget(WorldEntity *target, WorldEntity *caster, float duration, float spellScale);
void AddOrRefreshDamageAuraDataToTarget(WorldEntity *target, WorldEntity *caster, float spellScale, float duration, float tick, int damage);
void AddOrRefreshHealAuraDataToTarget(WorldEntity *target, WorldEntity *caster, float spellScale, float duration, float tick, int heal);
void AddOrRefreshShieldAuraDataToTarget(WorldEntity *target, WorldEntity *caster, float spellScale, float duration, int absorb);
void AddOrRefreshDiminishingReturnAura(WorldEntity *target, DiminishingReturnAuraData::DiminishingReturnCategory diminishingCategory);
void AddStatModifier(WorldEntity *target, int stat, float maxMod, float percentMod);
void RemoveStatModifier(WorldEntity *target, int stat);
void AddState(WorldEntity *target, StateData::StateType state);
void RemoveState(WorldEntity *target, StateData::StateType state);
void RemovethisAura(WorldEntity *target);
AuraData *TargetHasCastersAura(WorldEntity *target, WorldEntity *caster);
AuraData *TargetHasAura(WorldEntity *target);
int CalculateDamage(WorldEntity *caster, WorldEntity *target, float spellScale);
int CalculateHeal(WorldEntity *caster, WorldEntity *target, float spellScale);
int CalculateAbsorb(WorldEntity *caster, WorldEntity *target, float spellScale);
void UpdateDamageCountAura(WorldEntity *target, AuraData *aura, int damage, float breakHealthPercent);
bool UpdateDamageAura(WorldEntity *target, AuraData *data);
bool UpdateDamageAuraTickBool(WorldEntity *target, AuraData *data);
bool UpdateHealAura(WorldEntity *target, AuraData *data);
void AbsorbPOnBeforeDamage(SpellDamageInfo *data, AuraData *aura);
void DealDamage(WorldEntity *target, DamageAuraData *data);
void DealDamage(WorldEntity *target, DamageAuraData *data, int damage);
void DealDamage(WorldEntity *target, WorldEntity *caster, int damage);
void DealDamageWithoutOnHit(WorldEntity *target, WorldEntity *caster, int damage);
void Heal(WorldEntity *target, HealAuraData *data);
void Heal(WorldEntity *target, HealAuraData *data, int heal);
void Heal(WorldEntity *target, AuraData *data, int heal);
DiminishingReturnAuraData *GetDiminishingReturnAuraDataFor(WorldEntity *target, DiminishingReturnAuraData::DiminishingReturnCategory type);
float GetDiminishedTime(WorldEntity *target, DiminishingReturnAuraData::DiminishingReturnCategory diminsihingType, float time);
void AddEffect(WorldEntity *player, EffectPoints bodyPart, Quaternion *rotation =);
void AddEffect(WorldEntity *player, GameObject *effectPrefab, EffectPoints bodyPart, Quaternion *rotation =);
void RemoveEffect(WorldEntity *player, EffectPoints bodyPart);
void RemoveActiveGroupAuras(WorldEntity *target);
float GetDiminishedTime(WorldEntity *target, DiminishingReturnAuraData *aura, float time);
int GetAuraIdForDiminishingReturn(DiminishingReturnAuraData::DiminishingReturnCategory type);
AuraData *getAuraData(WorldEntity *target, int pAuraId);
void ApplyAura(int auraId, WorldEntity *caster, WorldEntity *target, float spellScale);
bool IsZero(float x);*/
//generic
// void ApplyEffect(Entity* target);
// void RemoveEffect(Entity* target);
// void ApplyModifiers(Entity* target);
// void RemoveModifiers(Entity* target);
// bool hasModifiers;
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
private:
enum {
MAX_AURA_STATS = 5, //Increase if necessary, should be enough for now
MAX_TRIGGER_DATA = 5,
};
int id;
float time;
int aura_group;
Ref<Texture> _icon;
SpellEnums::AuraType _aura_type;
bool _is_debuff;
String _aura_name;
String _aura_description;
int ability_scale_data_id;
EntityEnums::CharacterSkeletonPoints _effect_visual_point;
Ref<PackedScene> _effect_visual;
bool _damage_enabled;
int _damage_type;
int _damage_min;
int _damage_max;
float _damage_tick;
bool _damage_can_crit;
Ref<Curve> _damage_scaling_curve;
bool _absorb_enabled;
int _absorb_damage_type;
int _absorb_min;
int _absorb_max;
Ref<Curve> _absorb_scaling_curve;
bool _heal_enabled;
int _heal_min;
int _heal_max;
float _heal_tick;
bool _heal_can_crit;
Ref<Curve> _heal_scaling_curve;
int _add_states;
int _remove_effects_with_states;
int _supress_states;
int _trigger_count;
Ref<AuraTriggerData> _trigger_datas[MAX_TRIGGER_DATA];
int _aura_stat_attribute_count;
Ref<AuraStatAttribute> _aura_stat_attributes[MAX_AURA_STATS];
SpellEnums::DiminishingReturnCategory _diminishing_category;
static const int DIMINISHING_RETURN_ROOT_AURA_ID = 1;
static const int DIMINISHING_RETURN_TIME = 15;
};
#endif