2022-03-17 22:33:22 +01:00
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#ifndef SPELL_INFOS_H
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#define SPELL_INFOS_H
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2023-12-17 22:59:50 +01:00
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2023-12-17 23:21:54 +01:00
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/*************************************************************************/
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/* spell_cast_info.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2022-03-15 13:29:32 +01:00
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2022-08-17 13:45:14 +02:00
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#include "core/object/resource.h"
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2022-03-15 13:29:32 +01:00
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class Spell;
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class Entity;
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class ItemInstance;
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class ItemTemplate;
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class SpellCastInfo : public Resource {
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GDCLASS(SpellCastInfo, Resource);
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public:
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Entity *caster_get();
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void caster_set(Entity *caster);
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void caster_set_bind(Node *caster);
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Entity *target_get();
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void target_set(Entity *caster);
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void target_set_bind(Node *caster);
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bool has_cast_time_get() const;
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void has_cast_time_set(bool value);
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float cast_time_get() const;
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void cast_time_set(float value);
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float current_cast_time_get() const;
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void current_cast_time_set(float value);
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bool is_casting_get() const;
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void is_casting_set(bool value);
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int num_pushbacks_get() const;
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void num_pushbacks_set(int value);
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float spell_scale_get() const;
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void spell_scale_set(float value);
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Ref<Spell> get_spell() const;
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void set_spell(const Ref<Spell> &spell);
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Ref<ItemInstance> get_source_item() const;
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void set_source_item(const Ref<ItemInstance> &item);
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Ref<ItemTemplate> get_source_template() const;
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void set_source_template(const Ref<ItemTemplate> &source_template);
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bool update_cast_time(float delta);
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void physics_process(float delta);
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void resolve_references(Node *owner);
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Dictionary to_dict();
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void from_dict(const Dictionary &dict);
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SpellCastInfo();
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~SpellCastInfo();
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protected:
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static void _bind_methods();
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private:
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Entity *_caster;
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Entity *_target;
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bool _has_cast_time;
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float _cast_time;
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float _spell_scale;
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float _current_cast_time;
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int _num_pushbacks;
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bool _is_casting;
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int _spell_id;
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Ref<Spell> _spell;
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Ref<ItemInstance> _source_item;
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Ref<ItemTemplate> _source_template;
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NodePath _target_path;
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};
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#endif
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