mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
220 lines
6.2 KiB
C++
220 lines
6.2 KiB
C++
#ifndef ENTITY_CLASS_DATA_H
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#define ENTITY_CLASS_DATA_H
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#include "core/resource.h"
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#include "core/vector.h"
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#include "core/ustring.h"
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#include "scene/resources/texture.h"
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#include "../../entities/stats/stat_data.h"
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#include "../../entity_enums.h"
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#include "../../entities/auras/aura_data.h"
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#include "../../pipelines/spell_damage_info.h"
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#include "../../pipelines/spell_heal_info.h"
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#include "../../utility/cooldown.h"
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#include "../../utility/category_cooldown.h"
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class Aura;
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class Spell;
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class Entity;
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class CharacterSpec;
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class Entity;
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class SpellCastInfo;
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class AIAction;
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class EntityClassData : public Resource {
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GDCLASS(EntityClassData, Resource);
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public:
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int get_id();
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void set_id(int value);
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String get_entity_class_name();
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void set_entity_class_name(String value);
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Ref<EntityClassData> get_inherits();
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void set_inherits(Ref<EntityClassData> value);
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Ref<Texture> get_icon();
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void set_icon(Ref<Texture> value);
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Ref<StatData> get_stat_data();
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void set_stat_data(Ref<StatData> value);
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int get_player_resource_type();
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void set_player_resource_type(int value);
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int get_stat_points_per_level();
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void set_stat_points_per_level(int value);
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EntityEnums::EntityClassPlaystyleType get_playstyle_type();
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void set_playstyle_type(EntityEnums::EntityClassPlaystyleType playstyle_type);
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//Specs
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int get_num_specs();
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void set_num_specs(int value);
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Ref<CharacterSpec> get_spec(int index) const;
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void set_spec(int index, Ref<CharacterSpec> spec);
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Vector<Variant> get_specs();
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void set_specs(const Vector<Variant> &specs);
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//Spells
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int get_num_spells();
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void set_num_spells(int value);
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Ref<Spell> get_spell(int index);
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void set_spell(int index, Ref<Spell> spell);
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Vector<Variant> get_spells();
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void set_spells(const Vector<Variant> &spells);
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//Auras
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int get_num_auras();
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void set_num_auras(int value);
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Ref<Aura> get_aura(int index);
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void set_aura(int index, Ref<Aura> aura);
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Vector<Variant> get_auras();
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void set_auras(const Vector<Variant> &auras);
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//AI Actions
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int get_num_ai_actions();
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void set_num_ai_actions(int value);
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Ref<AIAction> get_ai_action(int index);
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void set_ai_action(int index, Ref<AIAction> aura);
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Vector<Variant> get_ai_actions();
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void set_ai_actions(const Vector<Variant> &ai_actions);
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//Setup
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void setup_resources(Entity *entity);
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//void _setup_resources(Entity *entity);
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//// Spell System ////
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void start_casting(int spell_id, Entity *caster, float spellScale);
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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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void son_before_damage_hit(Ref<SpellDamageInfo> 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_heal_hit(Ref<SpellHealInfo> data);
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void son_before_heal(Ref<SpellHealInfo> data);
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void son_heal_receive(Ref<SpellHealInfo> data);
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void son_dealt_heal(Ref<SpellHealInfo> data);
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void son_heal_dealt(Ref<SpellHealInfo> data);
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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_death(Entity *entity);
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void son_death_bind(Node *entity);
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void son_cooldown_added(Ref<Cooldown> cooldown);
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void son_cooldown_removed(Ref<Cooldown> cooldown);
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void son_category_cooldown_added(Ref<CategoryCooldown> category_cooldown);
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void son_category_cooldown_removed(Ref<CategoryCooldown> category_cooldown);
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void son_gcd_started(Entity *entity, float gcd);
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void son_gcd_finished(Entity *entity);
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void son_gcd_started_bind(Node *entity, float gcd);
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void son_gcd_finished_bind(Node *entity);
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void son_xp_gained(Entity *entity, int value);
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void son_xp_gained_bind(Node *entity, int value);
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void son_level_up(Entity *entity, int value);
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void son_level_up_bind(Node *entity, int value);
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//Clientside Event Handlers
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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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void con_death(Entity *entity);
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void con_death_bind(Node *entity);
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void con_cooldown_added(Ref<Cooldown> cooldown);
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void con_cooldown_removed(Ref<Cooldown> cooldown);
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void con_category_cooldown_added(Ref<CategoryCooldown> category_cooldown);
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void con_category_cooldown_removed(Ref<CategoryCooldown> category_cooldown);
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void con_aura_added(Ref<AuraData> data);
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void con_aura_removed(Ref<AuraData> data);
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void con_aura_refresh(Ref<AuraData> data);
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void con_damage_dealt(Ref<SpellDamageInfo> info);
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void con_dealt_damage(Ref<SpellDamageInfo> info);
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void con_heal_dealt(Ref<SpellHealInfo> info);
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void con_dealt_heal(Ref<SpellHealInfo> info);
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void con_gcd_started(Entity *entity, float gcd);
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void con_gcd_finished(Entity *entity);
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void con_gcd_started_bind(Node *entity, float gcd);
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void con_gcd_finished_bind(Node *entity);
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void con_xp_gained(Entity *entity, int value);
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void con_xp_gained_bind(Node *entity, int value);
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void con_level_up(Entity *entity, int value);
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void con_level_up_bind(Node *entity, int value);
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// AI //
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void sai_follow(Entity *entity);
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void sai_rest(Entity *entity);
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void sai_regenerate(Entity *entity);
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void sai_attack(Entity *entity);
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void sai_follow_bind(Node *entity);
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void sai_rest_bind(Node *entity);
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void sai_regenerate_bind(Node *entity);
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void sai_attack_bind(Node *entity);
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EntityClassData();
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~EntityClassData();
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protected:
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static void _bind_methods();
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private:
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int _id;
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String _entity_class_name;
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Ref<EntityClassData> _inherits;
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Ref<Texture> _icon;
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int _player_resource_type;
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int _stat_points_per_level;
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EntityEnums::EntityClassPlaystyleType _playstyle_type;
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Ref<StatData> _stat_data;
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Vector<Ref<Spell> > _spells;
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Vector<Ref<CharacterSpec> > _specs;
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Vector<Ref<Aura> > _auras;
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Vector<Ref<AIAction> > _ai_actions;
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};
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#endif
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