pandemonium_engine/modules/entity_spell_system/pipelines/spell_heal_info.h

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#ifndef SPELL_HEAL_INFO_H
#define SPELL_HEAL_INFO_H
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2023-12-17 23:21:54 +01:00
/*************************************************************************/
/* spell_heal_info.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/object/reference.h"
#include "../spell_enums.h"
#include "scene/main/node.h"
class Entity;
class Spell;
class SpellHealInfo : public Reference {
GDCLASS(SpellHealInfo, Reference);
public:
enum HealSourceType {
HEAL_SOURCE_UNKNOWN = 0,
HEAL_SOURCE_SPELL,
HEAL_SOURCE_AURA,
};
protected:
static void _bind_methods();
public:
int heal_get();
void heal_set(int value);
bool get_immune() const;
void set_immune(const bool value);
int damage_get() const;
void damage_set(const int value);
bool crit_get() const;
void crit_set(const bool value);
int amount_absorbed_get() const;
void amount_absorbed_set(const int value);
int heal_type_get() const;
void heal_type_set(const int value);
Entity *dealer_get();
void dealer_set(Entity *value);
void dealer_set_bind(Node *value);
Entity *receiver_get();
void receiver_set(Entity *value);
void receiver_set_bind(Node *value);
Ref<Reference> source_get();
void source_set(Ref<Reference> value);
Ref<Spell> spell_source_get();
void spell_source_set(const Ref<Spell> &value);
Ref<Spell> aura_source_get();
void aura_source_set(const Ref<Spell> &value);
int source_get_id() const;
void source_set_id(const int value);
int source_get_type() const;
void source_set_type(const int value);
void reset();
void resolve_references(Node *owner);
Dictionary to_dict();
void from_dict(const Dictionary &dict);
SpellHealInfo();
~SpellHealInfo();
private:
bool _immune;
int _heal;
int _original_heal;
int _amount_absorbed;
bool _crit;
int _heal_type;
int _heal_source_type;
Ref<Reference> _heal_source;
int _heal_source_id;
Entity *_dealer;
Entity *_receiver;
NodePath _dealer_path;
NodePath _receiver_path;
};
#endif