2022-03-15 13:29:32 +01:00
/*
2022-12-31 21:07:05 +01:00
Copyright ( c ) 2019 - 2023 Péter Magyar
2022-03-15 13:29:32 +01:00
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 "entity_enums.h"
const String EntityEnums : : BINDING_STRING_ENTITY_PLAYER_TYPES = " None,Player,Networked,AI,Display " ;
const String EntityEnums : : BINDING_STRING_ENTITY_CONTOLLER = " None,Player,AI " ;
const String EntityEnums : : BINDING_STRING_ENTITY_FLAGS = " Untargetable,Hidden,Interactable,Hostile " ;
const String EntityEnums : : BINDING_STRING_ENTITY_STATE_TYPES = " None,Stun,Root,Frozen,Silenced,Disoriented,Feared,Burning,Cold,Cursed,Pacified " ;
const String EntityEnums : : BINDING_STRING_COMMON_CHARCATER_SKELETON_POINTS = " Root,Pelvis,Spine,Spine 1,Spine 2,Neck,Head,Torso,Right Hip,Left Hip,Back,Left Hand,Right Hand,Weapon Left,Weapon Right,Weapon Left Back,Weapon Right Back,Weapon Left Shield,Weapon Right Shield " ;
const String EntityEnums : : BINDING_STRING_AI_STATES = " Off,Rest,Patrol,Follow Path,Regenerate,Attack,Pet Follow,Pet Stop,Pet Attack " ;
const String EntityEnums : : BINDING_STRING_ENTITY_IMMUNITY_FLAGS = " Stun,Root,Freeze,Silence,Disorient,Fear,Burning,Cold,Pacify,Magic,Poison,Physical,Curse,Bleed,Melee,Holy,Shadow,Nature,Fire,Frost,Lightning,Chaos,Slow,Crit,AOE,Damage,Fall Damage,Projectile,Debuff,Attacks " ;
const String EntityEnums : : BINDING_STRING_ENTITY_RELATION_TYPE = " Neutral,Friendly,Hostile " ;
const String EntityEnums : : BINDING_STRING_ENTITY_INTERACTION_TYPE = " Normal,Speak,Loot,Use,Train,Vendor,None " ;
const String EntityEnums : : BINDING_STRING_ENTITY_PLAYSTYLE_TYPE = " Melee,Spell,Hybrid,None " ;
const String EntityEnums : : BINDING_STRING_ENTITY_WINDOWS = " Loot,Container,Vendor,Trainer " ;
const String EntityEnums : : BINDING_STRING_ENTITY_ENTITY_RESOURCE_INDICES = " Health,Speed,Resources Begin " ;
void EntityEnums : : _bind_methods ( ) {
BIND_ENUM_CONSTANT ( ENTITY_PLAYER_TYPE_NONE ) ;
BIND_ENUM_CONSTANT ( ENTITY_PLAYER_TYPE_PLAYER ) ;
BIND_ENUM_CONSTANT ( ENTITY_PLAYER_TYPE_NETWORKED ) ;
BIND_ENUM_CONSTANT ( ENTITY_PLAYER_TYPE_AI ) ;
BIND_ENUM_CONSTANT ( ENTITY_PLAYER_TYPE_DISPLAY ) ;
BIND_ENUM_CONSTANT ( ENITIY_CONTROLLER_NONE ) ;
BIND_ENUM_CONSTANT ( ENITIY_CONTROLLER_PLAYER ) ;
BIND_ENUM_CONSTANT ( ENITIY_CONTROLLER_AI ) ;
BIND_ENUM_CONSTANT ( ENITIY_FLAGS_NONE ) ;
BIND_ENUM_CONSTANT ( ENTITY_FLAGS_UNTARGETALBE ) ;
BIND_ENUM_CONSTANT ( ENTITY_FLAGS_HIDDEN ) ;
BIND_ENUM_CONSTANT ( ENTITY_FLAGS_INTERACTABLE ) ;
BIND_ENUM_CONSTANT ( ENTITY_FLAGS_HOSTILE ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_NONE ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_STUN ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_ROOT ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_FROZEN ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_SILENCED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_DISORIENTED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_FEARED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_BURNING ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_COLD ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_CURSED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_FLAG_PACIFIED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_NONE ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_STUN ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_ROOT ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_FROZEN ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_SILENCED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_DISORIENTED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_FEARED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_BURNING ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_COLD ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_CURSED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_PACIFIED ) ;
BIND_ENUM_CONSTANT ( ENTITY_STATE_TYPE_INDEX_MAX ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_ROOT ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_PELVIS ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_SPINE ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_SPINE_1 ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_SPINE_2 ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_NECK ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_HEAD ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_TORSO ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_RIGHT_HIP ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_LEFT_HIP ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_BACK ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_LEFT_HAND ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_RIGHT_HAND ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_WEAPON_LEFT ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_WEAPON_RIGHT ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_WEAPON_LEFT_BACK ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD ) ;
BIND_ENUM_CONSTANT ( COMMON_SKELETON_POINT_WEAPON_RIGHT_SHIELD ) ;
BIND_CONSTANT ( COMMON_SKELETON_POINTS_MAX ) ;
BIND_ENUM_CONSTANT ( AI_STATE_OFF ) ;
BIND_ENUM_CONSTANT ( AI_STATE_REST ) ;
BIND_ENUM_CONSTANT ( AI_STATE_PATROL ) ;
BIND_ENUM_CONSTANT ( AI_STATE_FOLLOW_PATH ) ;
BIND_ENUM_CONSTANT ( AI_STATE_REGENERATE ) ;
BIND_ENUM_CONSTANT ( AI_STATE_ATTACK ) ;
BIND_ENUM_CONSTANT ( AI_STATE_PET_FOLLOW ) ;
BIND_ENUM_CONSTANT ( AI_STATE_PET_STOP ) ;
BIND_ENUM_CONSTANT ( AI_STATE_PET_ATTACK ) ;
BIND_CONSTANT ( AI_STATE_MAX ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_NONE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_STUN ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_ROOT ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_FREEZE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_SILENCE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_DISORIENT ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_FEAR ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_BURNING ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_COLD ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_PACIFY ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_MAGIC ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_POISON ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_PHYSICAL ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_CURSE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_BLEED ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_MELEE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_HOLY ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_SHADOW ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_NATURE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_FIRE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_FROST ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_LIGHTNING ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_CHAOS ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_SLOW ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_CRIT ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_AOE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_DAMAGE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_FALL_DAMAGE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_PROJECTILE ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_DEBUFF ) ;
BIND_ENUM_CONSTANT ( ENTITY_IMMUNITY_FLAG_ATTACKS ) ;
BIND_ENUM_CONSTANT ( ENTITY_RELATION_TYPE_NEUTRAL ) ;
BIND_ENUM_CONSTANT ( ENTITY_RELATION_TYPE_FRIENDLY ) ;
BIND_ENUM_CONSTANT ( ENTITY_RELATION_TYPE_HOSTILE ) ;
BIND_ENUM_CONSTANT ( ENITIY_INTERACTION_TYPE_NORMAL ) ;
BIND_ENUM_CONSTANT ( ENITIY_INTERACTION_TYPE_SPEAK ) ;
BIND_ENUM_CONSTANT ( ENITIY_INTERACTION_TYPE_LOOT ) ;
BIND_ENUM_CONSTANT ( ENITIY_INTERACTION_TYPE_TRAIN ) ;
BIND_ENUM_CONSTANT ( ENITIY_INTERACTION_TYPE_VENDOR ) ;
BIND_ENUM_CONSTANT ( ENITIY_INTERACTION_TYPE_USE ) ;
BIND_ENUM_CONSTANT ( ENITIY_INTERACTION_TYPE_NONE ) ;
BIND_ENUM_CONSTANT ( ENTITY_CLASS_PLAYSTYLE_TYPE_MELEE ) ;
BIND_ENUM_CONSTANT ( ENTITY_CLASS_PLAYSTYLE_TYPE_SPELL ) ;
BIND_ENUM_CONSTANT ( ENTITY_CLASS_PLAYSTYLE_TYPE_HYBRID ) ;
BIND_ENUM_CONSTANT ( ENTITY_CLASS_PLAYSTYLE_TYPE_NONE ) ;
BIND_ENUM_CONSTANT ( ENTITY_WINDOW_LOOT ) ;
BIND_ENUM_CONSTANT ( ENTITY_WINDOW_CONTAINER ) ;
BIND_ENUM_CONSTANT ( ENTITY_WINDOW_VENDOR ) ;
BIND_ENUM_CONSTANT ( ENTITY_WINDOW_TRAINER ) ;
BIND_ENUM_CONSTANT ( ENTITY_RESOURCE_INDEX_HEALTH ) ;
BIND_ENUM_CONSTANT ( ENTITY_RESOURCE_INDEX_SPEED ) ;
BIND_ENUM_CONSTANT ( ENTITY_RESOURCE_INDEX_RESOURCES_BEGIN ) ;
BIND_CONSTANT ( BASE_XP ) ;
BIND_CONSTANT ( ENTITY_INTERACT_RANGE ) ;
BIND_CONSTANT ( ENTITY_INTERACT_RANGE_SQUARED ) ;
}