2022-03-17 22:33:22 +01:00
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#ifndef SPELL_HEAL_INFO_H
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#define SPELL_HEAL_INFO_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_heal_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/reference.h"
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2022-03-15 13:29:32 +01:00
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#include "../spell_enums.h"
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#include "scene/main/node.h"
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class Entity;
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class Spell;
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class SpellHealInfo : public Reference {
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GDCLASS(SpellHealInfo, Reference);
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public:
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enum HealSourceType {
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HEAL_SOURCE_UNKNOWN = 0,
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HEAL_SOURCE_SPELL,
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HEAL_SOURCE_AURA,
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};
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protected:
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static void _bind_methods();
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public:
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int heal_get();
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void heal_set(int value);
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bool get_immune() const;
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void set_immune(const bool value);
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int damage_get() const;
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void damage_set(const int value);
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bool crit_get() const;
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void crit_set(const bool value);
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int amount_absorbed_get() const;
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void amount_absorbed_set(const int value);
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int heal_type_get() const;
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void heal_type_set(const int value);
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Entity *dealer_get();
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void dealer_set(Entity *value);
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void dealer_set_bind(Node *value);
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Entity *receiver_get();
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void receiver_set(Entity *value);
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void receiver_set_bind(Node *value);
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Ref<Reference> source_get();
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void source_set(Ref<Reference> value);
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Ref<Spell> spell_source_get();
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void spell_source_set(const Ref<Spell> &value);
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Ref<Spell> aura_source_get();
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void aura_source_set(const Ref<Spell> &value);
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int source_get_id() const;
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void source_set_id(const int value);
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int source_get_type() const;
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void source_set_type(const int value);
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void reset();
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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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SpellHealInfo();
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~SpellHealInfo();
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private:
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bool _immune;
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int _heal;
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int _original_heal;
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int _amount_absorbed;
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bool _crit;
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int _heal_type;
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int _heal_source_type;
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Ref<Reference> _heal_source;
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int _heal_source_id;
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Entity *_dealer;
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Entity *_receiver;
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NodePath _dealer_path;
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NodePath _receiver_path;
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};
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#endif
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