pandemonium_engine/modules/entity_spell_system/entities/data/character_spec.h

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#ifndef CHARACTER_SPEC_H
#define CHARACTER_SPEC_H
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/*************************************************************************/
/* character_spec.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. */
/*************************************************************************/
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#include "core/containers/vector.h"
#include "core/object/resource.h"
#include "core/string/ustring.h"
class Spell;
class CharacterSpec : public Resource {
GDCLASS(CharacterSpec, Resource);
public:
int get_id() const;
void set_id(const int value);
int get_num_rows() const;
void set_num_rows(const int value);
int get_num_columns(const int row) const;
void set_num_columns(const int row, const int value);
int get_num_ranks(const int row, const int column) const;
void set_num_ranks(const int row, const int column, const int value);
Vector<Variant> get_talents();
Ref<Spell> get_talent(const int row, const int column, const int rank);
void set_talent(const int row, const int column, const int rank, const Ref<Spell> &talent);
bool has_talent_with_id(const int id);
Ref<Spell> get_talent_with_id(const int id);
CharacterSpec();
~CharacterSpec();
protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
static void _bind_methods();
private:
int _id;
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Vector<Vector<Vector<Ref<Spell>>>> _rows;
};
#endif