entity_spell_system/singletons/ess.h

246 lines
6.8 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 ESS_H
#define ESS_H
#include "core/object.h"
#include "core/engine.h"
#include "core/resource.h"
#include "core/ustring.h"
#include "scene/main/node.h"
#include "core/bind/core_bind.h"
#include "../defines.h"
class ESSResourceDB;
class ESSEntitySpawner;
class EntityCreateInfo;
class ESS : public Object {
GDCLASS(ESS, Object);
public:
static ESS *get_singleton();
bool get_use_spell_points() const;
void set_use_spell_points(const bool value);
bool get_scale_spells_by_default() const;
void set_scale_spells_by_default(const bool value);
bool get_automatic_load() const;
void set_automatic_load(const bool load);
bool get_load_folders() const;
void set_load_folders(const bool load);
bool get_use_class_xp() const;
void set_use_class_xp(const bool value);
bool get_allow_class_spell_learning() const;
void set_allow_class_spell_learning(const bool value);
bool get_allow_class_recipe_learning() const;
void set_allow_class_recipe_learning(const bool value);
int get_auto_learn_spells() const;
void set_auto_learn_spells(const int value);
Ref<ESSResourceDB> get_resource_db();
void set_resource_db(const Ref<ESSResourceDB> &resource_db);
Ref<ESSEntitySpawner> get_entity_spawner();
void set_entity_spawner(const Ref<ESSEntitySpawner> &spawner);
String get_resource_db_path();
void set_resource_db_path(const String &path);
String get_entity_spawner_path();
void set_entity_spawner_path(const String &path);
void request_entity_spawn(Ref<EntityCreateInfo> info);
void request_entity_spawn_deferred(Ref<EntityCreateInfo> info);
void load_resource_db();
void load_entity_spawner();
Ref<Resource> load_resource(const String &path, const String &type_hint = "");
void load_all();
void setup(const Ref<ESSResourceDB> &resource_db, const Ref<ESSEntitySpawner> &entity_spawner);
//Stats
String stat_get_string() const;
void stat_set_string(const String &stat_enum_string);
int stat_get_id(const StringName &name) const;
StringName stat_get_name(const int id) const;
int stat_get_property_id(const StringName &name) const;
StringName stat_get_property_name(const int id) const;
bool stat_is_property(const StringName &name) const;
int stat_get_count() const;
PoolStringArray stats_get() const;
void stats_set(const PoolStringArray &array);
int stat_get_main_stat_count() const;
void stat_set_main_stat_count(const int index);
//Equipslots
String equip_slot_get_string() const;
void equip_slot_set_string(const String &equip_slot_enum_string);
int equip_slot_get_id(const StringName &name) const;
StringName equip_slot_get_name(const int id) const;
int equip_slot_get_property_id(const StringName &name) const;
StringName equip_slot_get_property_name(const int id) const;
bool equip_slot_is_property(const StringName &name) const;
int equip_slot_get_count() const;
PoolStringArray equip_slots_get() const;
void equip_slots_set(const PoolStringArray &array);
//Skeletons
String entity_types_get() const;
void entity_types_set(const String &value);
String skeletons_bones_index_get(const int index) const;
int skeletons_bones_count();
PoolStringArray skeletons_bones_get() const;
void skeletons_bones_set(const PoolStringArray &value);
String skeletons_bone_attachment_index_get(const int index) const;
int skeletons_bone_attachments_count();
PoolStringArray skeletons_bone_attachment_points_get() const;
void skeletons_bone_attachment_points_set(const PoolStringArray &value);
//Other
String model_visual_groups_get() const;
void model_visual_groups_set(const String &value);
String texture_layers_get() const;
void texture_layers_set(const String &value);
//Diminishing Returns
String dminishing_return_categories_get() const;
void dminishing_return_categories_set(const String &value);
float dminishing_return_length_get() const;
void dminishing_return_length_set(const float value);
int dminishing_return_steps_get() const;
void dminishing_return_steps_set(const int value);
//Levels/XP
int get_max_character_level() const;
int get_max_class_level() const;
int get_character_xp(int current_level);
void set_character_xp(int current_level, int value);
bool can_character_level_up(int current_level);
PoolIntArray get_character_xp_data();
void set_character_xp_data(const PoolIntArray &data);
int get_class_xp(int current_level);
void set_class_xp(int current_level, int value);
bool can_class_level_up(int current_level);
PoolIntArray get_class_xp_data();
void set_class_xp_data(const PoolIntArray &data);
ESS();
~ESS();
protected:
static void _bind_methods();
private:
bool _automatic_load;
Ref<ESSResourceDB> _ess_resource_db;
Ref<ESSEntitySpawner> _ess_entity_spawner;
String _ess_resource_db_path;
String _ess_entity_spawner_path;
static ESS *instance;
bool _use_spell_points;
bool _scale_spells_by_default;
bool _automatic_class_levelups;
bool _use_global_class_level;
bool _use_class_xp;
bool _allow_class_spell_learning;
bool _allow_class_recipe_learning;
bool _auto_learn_spells;
//Stats
Vector<StringName> _stat_id_to_name;
HashMap<StringName, int> _stat_name_to_id;
Vector<StringName> _stat_id_to_property;
HashMap<StringName, int> _stat_property_to_id;
String _stat_enum_string;
int _stat_main_stat_count;
//Equipslots
Vector<StringName> _equip_slot_id_to_name;
HashMap<StringName, int> _equip_slot_name_to_id;
Vector<StringName> _equip_slot_id_to_property;
HashMap<StringName, int> _equip_slot_property_to_id;
String _equip_slot_enum_string;
//Entity Types
String _entity_types;
PoolStringArray _skeletons_bones;
PoolStringArray _skeletons_bone_attachment_points;
//Other
String _model_visual_groups;
String _texture_layers;
//Diminishing Returns
String _dminishing_return_categories;
float _dminishing_return_length;
int _dminishing_return_steps;
//Levels/XP
PoolIntArray _class_xps;
PoolIntArray _character_xps;
};
#endif