mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
541 lines
14 KiB
C++
541 lines
14 KiB
C++
#ifndef ENTITY_H
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#define ENTITY_H
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#include "../data/character.h"
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#include "../data/craft_data_attribute.h"
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#include "../data/spell.h"
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#include "../data/xp_data.h"
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#include "core/hash_map.h"
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#include "core/object.h"
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#include "core/ustring.h"
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#include "core/vector.h"
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#include "item_instance.h"
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#include "player_talent.h"
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#include "scene/2d/physics_body_2d.h"
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#include "../data/spell.h"
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#include "stats/stat.h"
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#include "../data/data_manager.h"
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#include "../entity_enums.h"
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#include "../spells/spell_cast_info.h"
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#include "../skeleton/character_skeleton.h"
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#include "../utility/entity_create_info.h"
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class CharacterClass;
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class AuraData;
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class Spell;
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class SpellDamageInfo;
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class SpellCastInfo;
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class EntityCreateInfo;
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enum SpellCastDataSignals {
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CastFailed,
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StartCasting,
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CastFinished,
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SetTarget
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};
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VARIANT_ENUM_CAST(SpellCastDataSignals);
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enum PlayerStates {
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STATE_FREEZE,
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STATE_NORMAL
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};
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VARIANT_ENUM_CAST(PlayerStates);
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enum PlayerSendFlags {
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SEND_FLAG_NONE,
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SEND_FLAG_INVENTORY,
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SEND_FLAG_SPELL_DATA,
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SEND_FLAG_AURAS,
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};
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#ifdef ENTITIES_2D
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class Entity : public KinematicBody2D {
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GDCLASS(Entity, KinematicBody2D);
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#else
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class Entity : public KinematicBody {
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GDCLASS(Entity, KinematicBody);
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#endif
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public:
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Entity();
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~Entity();
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void initialize(Ref<EntityCreateInfo> info);
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void Update(); //old, remove
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//// Base ////
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NodePath get_character_skeleton_path();
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void set_character_skeleton_path(NodePath value);
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CharacterSkeleton *get_character_skeleton();
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int getc_guid();
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void setc_guid(int value);
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int gets_guid();
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void sets_guid(int value);
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PlayerStates getc_state();
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void setc_state(PlayerStates state);
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PlayerStates gets_state();
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void sets_state(PlayerStates state);
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int gets_class_id();
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void sets_class_id(int value);
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int getc_class_id();
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void setc_class_id(int value);
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EntityEnums::EntityType gets_entity_type();
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void sets_entity_type(EntityEnums::EntityType value);
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EntityEnums::EntityType getc_entity_type();
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void setc_entity_type(EntityEnums::EntityType value);
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String gets_player_name();
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void sets_player_name(String value);
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String getc_player_name();
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void setc_player_name(String value);
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int gets_gender();
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void sets_gender(int value);
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int getc_gender();
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void setc_gender(int value);
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int gets_level();
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void sets_level(int value);
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int getc_level();
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void setc_level(int value);
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int gets_xp();
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void sets_xp(int value);
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int getc_xp();
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void setc_xp(int value);
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Ref<CharacterClass> getc_character_class();
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void setc_character_class(Ref<CharacterClass> value);
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Ref<CharacterClass> gets_character_class();
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void sets_character_class(Ref<CharacterClass> value);
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void sinitialize_stats();
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void reward_xp_for_mob(int level);
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void level_up(int num = 1);
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void set_level_without_modifiers(int newLevel, bool a);
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void apply_level_modifiers();
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void rpc_level_up();
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void registers();
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//// SpellCastData ////
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bool gets_casting() { return _s_casting; }
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void sets_casting(bool value) { _s_casting = value; }
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int gets_spell_id() { return _s_spell_id; }
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void sets_spell_id(int value) { _s_spell_id = value; }
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float gets_current_cast_time() { return _s_current_cast_time; }
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void sets_current_cast_time(float value) { _s_current_cast_time = value; }
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float gets_cast_time() { return _s_cast_time; }
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void sets_cast_time(float value) { _s_cast_time = value; }
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float gets_spell_scale() { return _s_spell_scale; }
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void sets_spell_scale(float value) { _s_spell_scale = value; }
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bool getc_casting() { return _c_casting; }
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void setc_casting(bool value) { _c_casting = value; }
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int getc_spell_id() { return _c_spell_id; }
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void setc_spell_id(int value) { _c_spell_id = value; }
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float getc_current_cast_time() { return _c_current_cast_time; }
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void setc_current_cast_time(float value) { _c_current_cast_time = value; }
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float getc_cast_time() { return _c_cast_time; }
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void setc_cast_time(float value) { _c_cast_time = value; }
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String getc_spell_name() { return _c_spell_name; }
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void setc_spell_name(String value) { _c_spell_name = value; }
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Entity *gets_spell_target();
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void sets_spell_target(Node *p_target);
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Entity *getc_spell_target();
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void setc_spell_target(Node *p_target);
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int gets_target_guid() { return _s_target_guid; }
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int gets_spell_cast_game_object_guid() { return _s_spell_cast_game_object_guid; }
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//// Stats ////
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_FORCE_INLINE_ Ref<Stat> get_health() { return _health; }
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_FORCE_INLINE_ Ref<Stat> get_mana() { return _mana; }
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_FORCE_INLINE_ Ref<Stat> get_speed() { return _speed; }
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_FORCE_INLINE_ Ref<Stat> get_gcd() { return _gcd; }
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_FORCE_INLINE_ Ref<Stat> get_melee_crit() { return _melee_crit; }
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_FORCE_INLINE_ Ref<Stat> get_melee_crit_bonus() { return _melee_crit_bonus; }
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_FORCE_INLINE_ Ref<Stat> get_spell_crit() { return _spell_crit; }
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_FORCE_INLINE_ Ref<Stat> get_spell_crit_bonus() { return _spell_crit_bonus; }
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_FORCE_INLINE_ Ref<Stat> get_block() { return _block; }
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_FORCE_INLINE_ Ref<Stat> get_parry() { return _parry; }
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_FORCE_INLINE_ Ref<Stat> get_damage_reduction() { return _damage_reduction; }
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_FORCE_INLINE_ Ref<Stat> get_melee_damage_reduction() { return _melee_damage_reduction; }
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_FORCE_INLINE_ Ref<Stat> get_spell_damage_reduction() { return _spell_damage_reduction; }
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_FORCE_INLINE_ Ref<Stat> get_damage_taken() { return _damage_taken; }
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_FORCE_INLINE_ Ref<Stat> get_melee_damage() { return _melee_damage; }
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_FORCE_INLINE_ Ref<Stat> get_spell_damage() { return _spell_damage; }
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Ref<Stat> get_stat_int(int index);
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void set_stat_int(int index, Ref<Stat> entry);
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Ref<Stat> get_stat_enum(Stat::StatId stat_id);
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void set_stat_enum(Stat::StatId stat_id, Ref<Stat> entry);
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//// SpellSystem ////
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//add heal pipeline
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//EventHandlers
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void son_before_aura_applied(Ref<AuraData> data);
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void son_after_aura_applied(Ref<AuraData> data);
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void son_hit(Ref<SpellDamageInfo> data);
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void son_before_damage(Ref<SpellDamageInfo> data);
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void son_damage_receive(Ref<SpellDamageInfo> data);
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void son_dealt_damage(Ref<SpellDamageInfo> data);
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void son_damage_dealt(Ref<SpellDamageInfo> data);
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void son_before_cast(Ref<SpellCastInfo> info);
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void son_before_cast_target(Ref<SpellCastInfo> info);
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void son_cast_finished_target(Ref<SpellCastInfo> info);
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void son_cast_finished(Ref<SpellCastInfo> info);
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void son_cast_started(Ref<SpellCastInfo> info);
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void son_cast_failed(Ref<SpellCastInfo> info);
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//Clientside EventHandlers
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void con_cast_failed(Ref<SpellCastInfo> info);
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void con_cast_started(Ref<SpellCastInfo> info);
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void con_cast_state_changed(Ref<SpellCastInfo> info);
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void con_cast_finished(Ref<SpellCastInfo> info);
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void con_spell_cast_success(Ref<SpellCastInfo> info);
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//Modifiers/Requesters
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void sapply_passives_damage_receive(Ref<SpellDamageInfo> data);
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void sapply_passives_damage_deal(Ref<SpellDamageInfo> data);
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//Spell operations
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void scast_spell(int spell_id);
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void crequest_spell_cast(int spell_id);
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//Damage Operations
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void stake_damage(Ref<SpellDamageInfo> data);
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void sdeal_damage_to(Ref<SpellDamageInfo> data);
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//Aura Manipulation
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void sadd_aura(Ref<AuraData> aura);
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void sremove_aura(Ref<AuraData> aura);
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void sremove_aura_expired(Ref<AuraData> aura);
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void sremove_aura_dispelled(Ref<AuraData> aura);
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void cadd_aura(Ref<AuraData> aura);
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void cremove_aura(Ref<AuraData> aura);
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void cremove_aura_expired(Ref<AuraData> aura);
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void cremove_aura_dispelled(Ref<AuraData> aura);
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void sremove_auras_with_group(int aura_group);
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int sget_aura_count();
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Ref<Aura> sget_aura(int index);
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int cget_aura_count();
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Ref<Aura> cget_aura(int index);
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//Hooks
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void moved();
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//Update
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void update_auras(float delta);
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//Old, hook loading update when needed
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void setup_on_player_moves(Entity *bopmccc, Vector<int> *sspells); //load -> remove, just store spellIds
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//Old stuff, remove or update
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void take_heal(int heal, bool crit, Entity *dealer);
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void die();
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void resurrect();
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void creceive_resurrect();
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void creceive_damage_taken(Ref<SpellDamageInfo> data);
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void creceiveon_damage_dealt(Ref<SpellDamageInfo> data);
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void creceive_heal_taken(int heal, bool crit, Entity *dealer);
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void creceive_died();
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void creceive_mana_changed(int amount);
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void trigger_global_cooldown();
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void creceive_trigger_global_cooldown();
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bool gets_is_dead();
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bool getc_is_dead();
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bool getc_has_global_cooldown();
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bool gets_has_global_cooldown();
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void son_death();
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Ref<SpellCastInfo> gets_spell_cast_info();
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void sets_spell_cast_info(Ref<SpellCastInfo> info);
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Ref<SpellCastInfo> getc_spell_cast_info();
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void setc_spell_cast_info(Ref<SpellCastInfo> info);
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//// Casting System ////
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void sstart_casting(Ref<SpellCastInfo> info);
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void sfail_cast();
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void sdelay_cast();
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void sfinish_cast();
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void sinterrupt_cast();
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void cstart_casting(Ref<SpellCastInfo> info);
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void cfail_cast();
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void cdelay_cast();
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void cfinish_cast();
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void cinterrupt_cast();
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//// TargetComponent ////
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Entity *gets_target();
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void sets_target(Node *p_target);
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Entity *getc_target();
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void setc_target(Node *p_target);
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//// TalentComponent ////
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void csend_request_rank_increase(int talentID);
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void csend_request_rank_decrease(int talentID);
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void ssend_rank(int talentID, int rank);
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void sreceive_rank_increase(int talentID);
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void sreceive_rank_decrease(int talentID);
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void creceive_rank(int talentID, int rank);
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PlayerTalent *sget_talent(int id, bool create = false);
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PlayerTalent *cget_talent(int id, bool create = false);
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//// PlayerSpellDataComponent ////
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Vector<int> *gets_spell_data();
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Vector<int> *getc_spell_data();
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//HashMap<int, PlayerLocalSpellData> *getLocalSpellData(); //this should be the same object
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//void AddSSpellData(PlayerSpellData *psd);
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//void AddCSpellData(PlayerSpellData *psd);
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//void RemoveSSpellData(PlayerSpellData *psd);
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void ssend_add_cplayer_spell_cooldown_data(int spellId, float cooldown, float remainingCooldown);
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void ssend_remove_cplayer_spell_cooldown_data(int spellId);
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void creceive_add_cplayer_spell_cooldown_data(int spellId, float cooldown, float remainingCooldown);
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void creceive_remove_cplayer_spell_cooldown_data(int spellId);
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//void RemoveCSpellData(int spellId, Type *type);
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//// Inventory ////
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int INVENTORY_DEFAULT_SIZE;
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Vector<ItemInstance *> *get_sinventory();
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Vector<ItemInstance *> *get_cinventory();
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//Vector<ItemInstance *> *getSCraftMaterialInventory();
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//Vector<ItemInstance *> *getCCraftMaterialInventory();
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//void Update();
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void sadd_craft_material(int itemId, int count);
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void sremove_craft_material(int itemId, int count);
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bool stry_to_add_item(int itemId, int count);
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bool stry_to_remove_item(int itemId, int count);
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void ssend_add_item(int slotId, int itemId, int count);
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void ssend_change_item_count(int slotId, int count);
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void ssend_remove_item(int slotId);
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void ssend_move_item(int slot1, int slot2);
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void ssend_sent_items(String items);
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void csend_swap_items(int slot1, int slot2);
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void csend_craft_item_request(int craftId);
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void ssend_add_craft_material(int itemId, int count);
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void ssend_remove_craft_material(int itemId, int count);
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void ssend_sent_craft_materials(String materials);
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void creceive_add_item(int slotId, int itemId, int count);
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void creceive_change_item_count(int slotId, int count);
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void creceive_remove_item(int slotId);
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void creceive_move_item(int slot1, int slot2);
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void creceive_add_craft_material(int itemId, int count);
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void creceive_remove_craft_material(int itemId, int count);
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void creceive_sent_craft_materials(String materials);
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void creceive_sent_items(String items);
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void sreceive_swap_items(int slot1, int slot2);
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bool shas_craft_material(int itemId, int count);
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bool shas_item(int itemId, int count);
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bool chas_craft_material(int itemId, int count);
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bool chas_item(int itemId, int count);
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int cget_item_count(int itemId);
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int sget_item_count(int itemId);
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int cget_craft_material_count(int itemId);
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int sget_craft_material_count(int itemId);
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bool ccan_craft(CraftDataAttribute *cda);
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bool ctry_to_craft(CraftDataAttribute *cda);
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bool scan_craft(CraftDataAttribute *cda);
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void scraft(CraftDataAttribute *cda);
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void sreceive_craft_item_msg(int craftId);
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void cswap_items_in_slots(int slot1, int slot2);
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void loaded();
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void send_all_items();
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String random_name();
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String request_spell_name(int spellId);
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String request_spell_description(int spellId, int level);
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protected:
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static void _bind_methods();
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virtual void _notification(int p_what);
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virtual void update(float delta);
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private:
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const float SAVE_BASE_SECONDS = 10.0;
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//// Paths ////
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NodePath _character_skeleton_path;
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CharacterSkeleton *_character_skeleton;
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//// PlayerData ////
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int _s_guid;
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int _c_guid;
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int _s_class_id;
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int _c_class_id;
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int _s_type;
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int _c_type;
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int _s_gender;
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int _c_gender;
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int _s_level;
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int _c_level;
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int _s_xp;
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int _c_xp;
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Ref<CharacterClass> _s_character_class;
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Ref<CharacterClass> _c_character_class;
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int _s_send_flag;
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String _s_player_name;
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String _c_player_name;
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PlayerStates _s_state = PlayerStates::STATE_NORMAL;
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PlayerStates _c_state = PlayerStates::STATE_NORMAL;
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//// Stats ////
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Ref<Stat> _health;
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Ref<Stat> _mana;
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Ref<Stat> _speed;
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Ref<Stat> _gcd;
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Ref<Stat> _melee_crit;
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Ref<Stat> _melee_crit_bonus;
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Ref<Stat> _spell_crit;
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Ref<Stat> _spell_crit_bonus;
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Ref<Stat> _block;
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Ref<Stat> _parry;
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Ref<Stat> _damage_reduction;
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Ref<Stat> _melee_damage_reduction;
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Ref<Stat> _spell_damage_reduction;
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Ref<Stat> _damage_taken;
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Ref<Stat> _melee_damage;
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Ref<Stat> _spell_damage;
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Ref<Stat> _stats[Stat::STAT_ID_TOTAL_STATS];
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//old
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bool sIsDead;
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bool cIsDead;
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bool localClient;
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bool s;
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bool c;
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bool cHasGlobalCooldown;
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bool sHasGlobalCooldown;
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float sRezTimer;
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float cRezTimer;
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//bool init;
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//// SpellCastData ////
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bool _s_casting;
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int _s_spell_id;
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float _s_current_cast_time;
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float _s_cast_time;
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float _s_spell_scale;
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bool _c_casting;
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int _c_spell_id;
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float _c_current_cast_time;
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float _c_cast_time;
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String _c_spell_name;
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Entity *_s_spell_target;
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Entity *_c_spell_target;
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int _s_spell_target_guid;
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int _s_spell_cast_game_object_guid;
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Ref<SpellCastInfo> _s_spell_cast_info;
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Ref<SpellCastInfo> _c_spell_cast_info;
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//// AuraComponent ////
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Vector<Ref<AuraData> > *_s_auras;
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Vector<Ref<AuraData> > *_c_auras;
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EntityEnums::EntityType _s_entity_type;
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EntityEnums::EntityType _c_entity_type;
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//// targetComponent ////
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int _s_target_guid;
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Entity *_s_target;
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Entity *_c_target;
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//// TalentComponent ////
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Vector<PlayerTalent *> *_s_talents;
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Vector<PlayerTalent *> *_c_talents;
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//// PlayerSpellDataComponent ////
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Vector<int> *_s_spell_data;
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Vector<int> *_c_spell_data;
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HashMap<int, int> *_local_spell_data;
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//// Inventory ////
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Vector<ItemInstance *> *_s_inventory;
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Vector<ItemInstance *> *_c_inventory;
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};
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#endif
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