entity_spell_system/data/character_class.h
Relintai 38b155d4ad -Moved StatModifier from Stats to it's own file. Also updated i.
-Removed the old, now unneeded SpellCastData stuff from Entity.
-Small interface fixed to stat, also fixed applying and deapplying modifiers.
-Fixed AuraStatAttribute's bindings.
-Made the aura commands a little more intuitive.
-Added gcd callback bindings.
-Has Global Cooldonw in spell is now defaults to true.
-Small binding fixes.
2019-08-05 23:59:37 +02:00

209 lines
5.6 KiB
C++

#ifndef CHARACTER_CLASS_H
#define CHARACTER_CLASS_H
#include "core/resource.h"
#include "core/vector.h"
#include "scene/resources/texture.h"
#include "../entities/stats/stat_data.h"
#include "../entity_enums.h"
#include "character_spec.h"
#include "../entities/auras/aura_data.h"
#include "../pipelines/spell_damage_info.h"
#include "../pipelines/spell_heal_info.h"
#include "../infos/spell_cast_info.h"
#include "../utility/cooldown.h"
#include "../utility/category_cooldown.h"
class Aura;
class Spell;
class Entity;
class CharacterSpec;
class Entity;
enum CharacterWeaponDataTypes {
CHARACTER_WEAPON_DATA_TYPES_NONE,
CHARACTER_WEAPON_DATA_TYPES_SWORD,
CHARACTER_WEAPON_DATA_TYPES_BOW
};
VARIANT_ENUM_CAST(CharacterWeaponDataTypes)
class CharacterClass : public Resource {
GDCLASS(CharacterClass, Resource);
public:
int get_id();
void set_id(int value);
String get_character_class_name();
void set_character_class_name(String value);
Ref<Texture> get_icon();
void set_icon(Ref<Texture> value);
Ref<StatData> get_stat_data();
void set_stat_data(Ref<StatData> value);
EntityEnums::PlayerResourceTypes get_player_resource_type();
void set_player_resource_type(EntityEnums::PlayerResourceTypes value);
int get_num_spells();
void set_num_spells(int value);
int get_current_spell_page();
void set_current_spell_page(int value);
Ref<Spell> get_spell(int index);
void set_spell(int index, Ref<Spell> spell);
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);
Ref<Aura> get_aura(int index);
void set_aura(int index, Ref<Aura> aura);
/*
Vector<int> get_talent_ids();
void set_talent_ids(Vector<int> ids);
Vector<int> get_spec_ids();
void set_spec_ids(Vector<int> ids);
Vector<int> get_mob_party_ids();
void set_mob_party_ids(Vector<int> ids);
Vector<int> get_mob_dislike_ids();
void set_mob_dislike_ids(Vector<int> ids);
*/
//MobSpellData *getMobSpellData();
//void setMobSpellData(MobSpellData *value);
//int get_inspector_max_spells();
//void set_inspector_max_spells(int value);
//// 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_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(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);
//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);
// 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);
CharacterClass();
~CharacterClass();
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
public:
enum {
MAX_SPELLS = 100,
MAX_SPECS = 5,
MAX_AURAS = 5,
ITEMS_PER_PAGE = 100,
};
private:
int _id;
String _character_class_name;
Ref<Texture> _icon;
EntityEnums::PlayerResourceTypes _player_resource_type;
Ref<StatData> _stat_data;
int _num_spells;
int _current_spell_page;
Ref<Spell> _spells[MAX_SPELLS];
int _num_specs;
Ref<CharacterSpec> _specs[MAX_SPECS];
Ref<Aura> _auras[MAX_AURAS];
//Vector<int> _mob_party_ids;
//Vector<int> _mob_dislike_ids;
//MobSpellData *_mob_spell_data;
};
#endif