entity_spell_system/entities/data/entity_class_data.h

287 lines
9.5 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_CLASS_DATA_H
#define ENTITY_CLASS_DATA_H
#include "core/math/math_funcs.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 "../../item_enums.h"
#include "../../utility/category_cooldown.h"
#include "../../utility/cooldown.h"
#include "../resources/entity_resource_data.h"
class Aura;
class Spell;
class Entity;
class ItemInstance;
class CharacterSpec;
class Entity;
class SpellCastInfo;
class EntityAI;
class EntityClassData : public Resource {
GDCLASS(EntityClassData, Resource);
public:
int get_id();
void set_id(int value);
String get_text_description();
void set_text_description(String value);
Ref<EntityClassData> get_inherits();
void set_inherits(Ref<EntityClassData> value);
Ref<Texture> get_icon();
void set_icon(Ref<Texture> value);
Ref<StatData> get_stat_data();
void set_stat_data(Ref<StatData> value);
int get_player_resource_type();
void set_player_resource_type(int value);
int get_spell_points_per_level();
void set_spell_points_per_level(int value);
EntityEnums::EntityClassPlaystyleType get_playstyle_type();
void set_playstyle_type(EntityEnums::EntityClassPlaystyleType playstyle_type);
//Entity Resources
int get_num_entity_resources();
void set_num_entity_resources(int value);
Ref<EntityResourceData> get_entity_resource(int index) const;
void set_entity_resource(int index, Ref<EntityResourceData> entity_resources);
Vector<Variant> get_entity_resources();
void set_entity_resources(const Vector<Variant> &entity_resourcess);
//Specs
int get_num_specs();
void set_num_specs(int value);
Ref<CharacterSpec> get_spec(int index) const;
void set_spec(int index, Ref<CharacterSpec> spec);
Vector<Variant> get_specs();
void set_specs(const Vector<Variant> &specs);
//Spells
int get_num_spells();
void set_num_spells(int value);
Ref<Spell> get_spell(int index);
void set_spell(int index, Ref<Spell> spell);
Vector<Variant> get_spells();
void set_spells(const Vector<Variant> &spells);
//Start Spells
int get_num_start_spells();
void set_num_start_spells(int value);
Ref<Spell> get_start_spell(int index);
void set_start_spell(int index, Ref<Spell> spell);
Vector<Variant> get_start_spells();
void set_start_spells(const Vector<Variant> &spells);
//Auras
int get_num_auras();
void set_num_auras(int value);
Ref<Aura> get_aura(int index);
void set_aura(int index, Ref<Aura> aura);
Vector<Variant> get_auras();
void set_auras(const Vector<Variant> &auras);
//AI
int get_num_ais();
void set_num_ais(int value);
Ref<EntityAI> get_ai(int index);
void set_ai(int index, Ref<EntityAI> aura);
Vector<Variant> get_ais();
void set_ais(const Vector<Variant> &ais);
Ref<EntityAI> get_ai_instance();
Ref<EntityAI> _get_ai_instance();
//Setup
void setup_resources(Entity *entity);
void _setup_resources(Node *entity);
//// Spell System ////
void start_casting(int spell_id, Entity *caster, float spellScale);
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);
void son_spell_cast_success(Ref<SpellCastInfo> info);
void son_before_damage_hit(Ref<SpellDamageInfo> 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_heal_hit(Ref<SpellHealInfo> 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_before_aura_applied(Ref<AuraData> data);
void son_after_aura_applied(Ref<AuraData> data);
void son_death(Entity *entity);
void son_death_bind(Node *entity);
void son_cooldown_added(Ref<Cooldown> cooldown);
void son_cooldown_removed(Ref<Cooldown> cooldown);
void son_category_cooldown_added(Ref<CategoryCooldown> category_cooldown);
void son_category_cooldown_removed(Ref<CategoryCooldown> category_cooldown);
void son_gcd_started(Entity *entity, float gcd);
void son_gcd_finished(Entity *entity);
void son_gcd_started_bind(Node *entity, float gcd);
void son_gcd_finished_bind(Node *entity);
void son_xp_gained(Entity *entity, int value);
void son_xp_gained_bind(Node *entity, int value);
void son_class_level_up(Entity *entity, int value);
void son_class_level_up_bind(Node *entity, int value);
void son_character_level_up(Entity *entity, int value);
void son_character_level_up_bind(Node *entity, int value);
void son_entity_resource_added(Ref<EntityResource> resource);
void son_entity_resource_removed(Ref<EntityResource> resource);
//Clientside Event Handlers
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);
void con_death(Entity *entity);
void con_death_bind(Node *entity);
void con_cooldown_added(Ref<Cooldown> cooldown);
void con_cooldown_removed(Ref<Cooldown> cooldown);
void con_category_cooldown_added(Ref<CategoryCooldown> category_cooldown);
void con_category_cooldown_removed(Ref<CategoryCooldown> category_cooldown);
void con_aura_added(Ref<AuraData> data);
void con_aura_removed(Ref<AuraData> data);
void con_aura_refresh(Ref<AuraData> data);
void con_damage_dealt(Ref<SpellDamageInfo> info);
void con_dealt_damage(Ref<SpellDamageInfo> info);
void con_heal_dealt(Ref<SpellHealInfo> info);
void con_dealt_heal(Ref<SpellHealInfo> info);
void con_gcd_started(Entity *entity, float gcd);
void con_gcd_finished(Entity *entity);
void con_gcd_started_bind(Node *entity, float gcd);
void con_gcd_finished_bind(Node *entity);
void con_xp_gained(Entity *entity, int value);
void con_xp_gained_bind(Node *entity, int value);
void con_class_level_up(Entity *entity, int value);
void con_class_level_up_bind(Node *entity, int value);
void con_character_level_up(Entity *entity, int value);
void con_character_level_up_bind(Node *entity, int value);
void con_entity_resource_added(Ref<EntityResource> resource);
void con_entity_resource_removed(Ref<EntityResource> resource);
//Equipment
bool should_deny_equip(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item);
bool should_deny_equip_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item);
void son_equip_success(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void son_equip_success_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void son_equip_fail(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void son_equip_fail_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void con_equip_success(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void con_equip_success_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void con_equip_fail(Entity *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void con_equip_fail_bind(Node *entity, ItemEnums::EquipSlots equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
EntityClassData();
~EntityClassData();
protected:
static void _bind_methods();
private:
int _id;
String _text_description;
Ref<EntityClassData> _inherits;
Ref<Texture> _icon;
int _player_resource_type;
int _spell_points_per_level;
EntityEnums::EntityClassPlaystyleType _playstyle_type;
Ref<StatData> _stat_data;
Vector<Ref<EntityResourceData> > _entity_resources;
Vector<Ref<CharacterSpec> > _specs;
Vector<Ref<Spell> > _spells;
Vector<Ref<Spell> > _start_spells;
Vector<Ref<Aura> > _auras;
Vector<Ref<EntityAI> > _ais;
};
#endif