entity_spell_system/entities/data/entity_class_data.h

220 lines
6.2 KiB
C++

#ifndef ENTITY_CLASS_DATA_H
#define ENTITY_CLASS_DATA_H
#include "core/resource.h"
#include "core/vector.h"
#include "core/ustring.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/cooldown.h"
#include "../../utility/category_cooldown.h"
class Aura;
class Spell;
class Entity;
class CharacterSpec;
class Entity;
class SpellCastInfo;
class AIAction;
class EntityClassData : public Resource {
GDCLASS(EntityClassData, Resource);
public:
int get_id();
void set_id(int value);
String get_entity_class_name();
void set_entity_class_name(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_stat_points_per_level();
void set_stat_points_per_level(int value);
EntityEnums::EntityClassPlaystyleType get_playstyle_type();
void set_playstyle_type(EntityEnums::EntityClassPlaystyleType playstyle_type);
//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);
//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 Actions
int get_num_ai_actions();
void set_num_ai_actions(int value);
Ref<AIAction> get_ai_action(int index);
void set_ai_action(int index, Ref<AIAction> aura);
Vector<Variant> get_ai_actions();
void set_ai_actions(const Vector<Variant> &ai_actions);
//Setup
void setup_resources(Entity *entity);
//void _setup_resources(Entity *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_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_level_up(Entity *entity, int value);
void son_level_up_bind(Node *entity, int value);
//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_level_up(Entity *entity, int value);
void con_level_up_bind(Node *entity, int value);
// AI //
void sai_follow(Entity *entity);
void sai_rest(Entity *entity);
void sai_regenerate(Entity *entity);
void sai_attack(Entity *entity);
void sai_follow_bind(Node *entity);
void sai_rest_bind(Node *entity);
void sai_regenerate_bind(Node *entity);
void sai_attack_bind(Node *entity);
EntityClassData();
~EntityClassData();
protected:
static void _bind_methods();
private:
int _id;
String _entity_class_name;
Ref<EntityClassData> _inherits;
Ref<Texture> _icon;
int _player_resource_type;
int _stat_points_per_level;
EntityEnums::EntityClassPlaystyleType _playstyle_type;
Ref<StatData> _stat_data;
Vector<Ref<Spell> > _spells;
Vector<Ref<CharacterSpec> > _specs;
Vector<Ref<Aura> > _auras;
Vector<Ref<AIAction> > _ai_actions;
};
#endif