pandemonium_engine/modules/entity_spell_system/entities/entity.h

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2022-03-17 22:33:22 +01:00
#ifndef ENTITY_H
#define ENTITY_H
/*
Copyright (c) 2019-2023 Péter Magyar
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/containers/vector.h"
#include "core/object/object.h"
#include "core/string/ustring.h"
#include "core/io/networked_multiplayer_peer.h"
#include "scene/main/node.h"
#include "../data/items/craft_recipe.h"
#include "../data/items/item_instance.h"
#include "../data/spells/spell.h"
#include "core/io/json.h"
#include "core/math/transform.h"
#include "core/math/transform_2d.h"
#include "../data/spells/spell.h"
#include "./resources/entity_resource.h"
#include "../entity_enums.h"
#include "../utility/entity_create_info.h"
#include "../inventory/bag.h"
#include "./data/entity_data_container.h"
#include "../profiles/actionbar/action_bar_profile.h"
#include "../profiles/input/input_profile.h"
#include "./ai/entity_ai.h"
#include "../data/auras/aura_group.h"
#include "../defines.h"
#include "scene/main/spatial.h"
class EntityData;
class AuraData;
class Spell;
class SpellDamageInfo;
class SpellHealInfo;
class SpellCastInfo;
class EntityCreateInfo;
class CharacterSpec;
class EntitySkill;
class ClassProfile;
class Spatial;
class Node2D;
class EntityData;
enum SpellCastDataSignals {
CastFailed,
StartCasting,
CastFinished,
SetTarget
};
VARIANT_ENUM_CAST(SpellCastDataSignals);
enum PlayerStates {
STATE_FREEZE,
STATE_NORMAL
};
VARIANT_ENUM_CAST(PlayerStates);
enum PlayerSendFlags {
SEND_FLAG_NONE,
SEND_FLAG_INVENTORY,
SEND_FLAG_SPELL_DATA,
SEND_FLAG_AURAS,
};
struct EntityStat {
bool dirty;
float base;
float base_calculated;
float bonus;
float percent;
float scurrent;
float ccurrent;
EntityStat() {
dirty = false;
base = 0;
base_calculated = 0;
bonus = 0;
percent = 100;
scurrent = 0;
ccurrent = 0;
}
};
#define ISSERVER() (is_inside_tree() && (!get_tree()->has_network_peer() || (get_tree()->has_network_peer() && get_tree()->is_network_server())))
#define ISCLIENT() (is_inside_tree() && get_tree()->has_network_peer() && !get_tree()->is_network_server())
#define SET_RPC_OFF(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_DISABLED);
#define SET_RPC_REMOTE(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_REMOTE);
#define SET_RPC_MASTER(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_MASTER);
#define SET_RPC_PUPPET(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_PUPPET);
#define SET_RPC_REMOTESYNC(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_REMOTESYNC);
#define SET_RPC_MASTERSYNC(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_MASTERSYNC);
#define SET_RPC_PUPPETSYNC(p_method_name) rpc_config(p_method_name, MultiplayerAPI::RPC_MODE_PUPPETSYNC);
// f.e. RPC(method, arg0, arg1, etc)
#define RPC(func, ...) \
if (is_network_server()) { \
rpc(#func, ##__VA_ARGS__); \
} \
func(__VA_ARGS__);
#define VRPC(func, ...) \
if (is_network_server()) { \
vrpc(#func, ##__VA_ARGS__); \
} \
func(__VA_ARGS__);
#define ORPC(func, ...) \
if (has_network_peer()) { \
if (get_tree()->is_network_server()) { \
if (get_network_master() != 1) { \
rpc_id(get_network_master(), #func, ##__VA_ARGS__); \
} else { \
func(__VA_ARGS__); \
} \
} \
} else { \
func(__VA_ARGS__); \
}
#define RPCS(func, ...) \
if (has_network_peer()) { \
if (get_tree()->is_network_server()) { \
func(__VA_ARGS__); \
} else { \
rpc_id(1, #func, ##__VA_ARGS__); \
} \
} else { \
func(__VA_ARGS__); \
}
//RPC Objects
#define RPCOBJ(rpcfunc, rpc_var, normalfunc, normal_var) \
if (has_network_peer()) { \
rpc(#rpcfunc, rpc_var); \
} \
normalfunc(normal_var);
#define VRPCOBJ(rpcfunc, rpc_var, normalfunc, normal_var) \
if (has_network_peer()) { \
vrpc(#rpcfunc, rpc_var); \
} \
normalfunc(normal_var);
#define VRPCOBJ12(rpcfunc, rpc_var, normalfunc, normal_var1, normal_var2) \
if (is_network_server()) { \
vrpc(#rpcfunc, rpc_var); \
} \
normalfunc(normal_var1, normal_var2);
#define VRPCOBJP(rpcfunc, rpc_var1, rpc_var2, normalfunc, normal_var1, normal_var2) \
if (is_network_server()) { \
vrpc(#rpcfunc, rpc_var1, rpc_var2); \
} \
normalfunc(normal_var1, normal_var2);
#define ORPCOBJ(rpcfunc, rpc_var, normalfunc, normal_var) \
if (has_network_peer()) { \
if (get_tree()->is_network_server() && get_network_master() != 1) \
rpc_id(get_network_master(), #rpcfunc, rpc_var); \
} \
normalfunc(normal_var);
#define RPCSOBJ(rpcfunc, rpc_var, normalfunc, normal_var) \
if (has_network_peer()) { \
if (get_tree()->is_network_server()) { \
normalfunc(normal_var); \
} else { \
rpc_id(1, #rpcfunc, rpc_var); \
} \
} else { \
normalfunc(normal_var); \
}
#define ORPCOBJP(rpcfunc, rpc_var1, rpc_var2, normalfunc, normal_var1, normal_var2) \
if (has_network_peer()) { \
if (get_tree()->is_network_server() && get_network_master() != 1) \
rpc_id(get_network_master(), #rpcfunc, rpc_var1, rpc_var2); \
} \
normalfunc(normal_var1, normal_var2);
class Entity : public Node {
GDCLASS(Entity, Node);
public:
//// Base ////
NodePath body_get_path();
void body_set_path(NodePath value);
Node *body_get();
Spatial *body_get_3d();
Node2D *body_get_2d();
void body_set(Node *body);
void body_instance(const Ref<EntityData> &data, const int model_index);
2023-02-24 19:20:51 +01:00
void _body_instance(const Ref<EntityData> &data, const int model_index);
void body_on_changed();
NodePath character_skeleton_path_get();
void character_skeleton_path_set(NodePath value);
Node *character_skeleton_get();
void character_skeleton_set(Node *skeleton);
//Transforms
Transform get_transform_3d(bool only_stored = false) const;
void set_transform_3d(const Transform &transform, bool only_stored = false);
Transform2D get_transform_2d(bool only_stored = false) const;
void set_transform_2d(const Transform2D &transform, bool only_stored = false);
//GUID
int gets_guid();
void sets_guid(int value);
int getc_guid();
void setc_guid(int value);
//EntityPlayerType
int gets_entity_player_type();
void sets_entity_player_type(int value);
int getc_entity_player_type();
void setc_entity_player_type(int value);
//EntityType
int gets_entity_type();
void sets_entity_type(int value);
int getc_entity_type();
void setc_entity_type(int value);
//Relations
EntityEnums::EntityRelationType gets_relation_to_bind(Node *to);
EntityEnums::EntityRelationType gets_relation_to(Entity *to);
EntityEnums::EntityRelationType _gets_relation_to(Node *to);
EntityEnums::EntityRelationType getc_relation_to_bind(Node *to);
EntityEnums::EntityRelationType getc_relation_to(Entity *to);
EntityEnums::EntityRelationType _getc_relation_to(Node *to);
//EntityInteractionType
EntityEnums::EntityInteractionType gets_entity_interaction_type();
void sets_entity_interaction_type(EntityEnums::EntityInteractionType value);
EntityEnums::EntityInteractionType getc_entity_interaction_type();
void setc_entity_interaction_type(EntityEnums::EntityInteractionType value);
int gets_immunity_flags();
void sets_immunity_flags(int value);
int gets_entity_flags();
void sets_entity_flags(int value);
int getc_entity_flags();
void setc_entity_flags(int value);
String gets_entity_name();
void sets_entity_name(String value);
String getc_entity_name();
void setc_entity_name(String value);
int gets_model_index();
void sets_model_index(int value);
int getc_model_index();
void setc_model_index(int value);
int gets_level();
void sets_level(int value);
int getc_level();
void setc_level(int value);
int gets_xp();
void sets_xp(int value);
int getc_xp();
void setc_xp(int value);
int gets_money();
void sets_money(int value);
int getc_money();
void setc_money(int value);
Ref<EntityData> entity_data_gets();
void entity_data_sets(Ref<EntityData> value);
Ref<EntityData> entity_data_getc();
void entity_data_setc(Ref<EntityData> value);
int entity_data_id_gets();
void entity_data_id_sets(int value);
int entity_data_id_getc();
void entity_data_id_setc(int value);
StringName entity_data_path_gets();
void entity_data_path_sets(const StringName &value);
EntityEnums::AIStates ai_state_gets() const;
void ai_state_sets(EntityEnums::AIStates state);
EntityEnums::AIStates ai_state_stored_gets() const;
void ai_state_stored_sets(EntityEnums::AIStates state);
int gets_seed();
void sets_seed(int value);
int getc_seed();
void setc_seed(int value);
//// Stats ////
EntityStat stat_get(const int stat_id) const;
void stat_set(const int stat_id, const EntityStat &entry);
bool stat_get_dirty(const int stat_id) const;
void stat_set_dirty(const int stat_id, const bool value);
float stat_get_base(const int stat_id) const;
void stat_set_base(const int stat_id, const float value);
void stat_mod_base(const int stat_id, const float value);
float stat_get_base_calculated(const int stat_id) const;
void stat_set_base_calculated(const int stat_id, const float value);
float stat_get_bonus(const int stat_id) const;
void stat_set_bonus(const int stat_id, const float value);
void stat_mod_bonus(const int stat_id, const float value);
float stat_get_percent(const int stat_id) const;
void stat_set_percent(const int stat_id, const float value);
void stat_mod_percent(const int stat_id, const float value);
void stat_mod(const int stat_id, const float base, const float bonus, const float percent);
float stat_gets_current(const int stat_id) const;
void stat_sets_current(const int stat_id, const float value);
float stat_getc_current(const int stat_id) const;
void stat_setc_current(const int stat_id, const float value);
void stat_recalculate(const int stat_id);
void notification_sstat_changed(const int statid, const float current);
void notification_cstat_changed(const int statid, const float current);
void stat_ssend(int id, int ccurrent);
void stat_creceive(int id, int ccurrent);
void dies();
void diec();
//// Equip Slots ////
bool equip_should_deny(int equip_slot, Ref<ItemInstance> item);
void equip_son_success(int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_son_fail(int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_con_success(int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_con_fail(int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
void equip_crequest(int equip_slot, int bag_slot);
void equips(int equip_slot, int bag_slot);
void _equips(int equip_slot, int bag_slot);
void equip_csuccess(int equip_slot, int bag_slot);
void equip_cfail(int equip_slot, int bag_slot);
Ref<ItemInstance> equip_gets_slot(int index);
void equip_sets_slot(int index, Ref<ItemInstance> item);
Ref<ItemInstance> equip_getc_slot(int index);
void equip_setc_slot(int index, Ref<ItemInstance> item);
bool equip_can_equip_item(int equip_slot, Ref<ItemInstance> item);
bool _equip_can_equip_item(int equip_slot, Ref<ItemInstance> item);
void equip_applys_item(Ref<ItemInstance> item);
void equip_deapplys_item(Ref<ItemInstance> item);
void _equip_applys_item(Ref<ItemInstance> item);
void _equip_deapplys_item(Ref<ItemInstance> item);
void equip_applyc_item(Ref<ItemInstance> item);
void equip_deapplyc_item(Ref<ItemInstance> item);
void _equip_applyc_item(Ref<ItemInstance> item);
void _equip_deapplyc_item(Ref<ItemInstance> item);
//// Resources ////
Ref<EntityResource> resource_gets_index(int index);
Ref<EntityResource> resource_gets_id(int id);
void resource_adds(Ref<EntityResource> resource);
int resource_gets_count();
void resource_removes(int index);
void resource_clears();
Ref<EntityResource> resource_getc_index(int index);
Ref<EntityResource> resource_getc_id(int id);
void resource_addc(int index, Ref<EntityResource> resource);
int resource_getc_count();
void resource_removec(int index);
void resource_clearc();
void resource_addc_rpc(int index, String data);
void resource_sends_current(int index, int current);
void resource_sends_curr_max(int index, int current, int max);
void resource_sends_data(int index, String data);
void resource_creceive_current(int index, int current);
void resource_creceive_curr_max(int index, int current, int max);
void resource_creceive_data(int index, String data);
Ref<EntityResource> gets_health();
Ref<EntityResource> gets_speed();
Ref<EntityResource> getc_health();
Ref<EntityResource> getc_speed();
Vector<Variant> sresources_get();
void sresources_set(const Vector<Variant> &resources);
//// Global Cooldown ////
bool gcd_hasc() const;
bool gcd_hass() const;
float gcd_getc() const;
void gcd_setc(const float value);
float gcd_gets() const;
void gcd_sets(const float value);
void gcd_starts(const float value);
void gcd_startc(const float value);
//// States ////
int state_getc();
void state_setc(int state);
int state_gets();
void state_sets(int state);
void state_ref_adds(int state_index);
void state_ref_removes(int state_index);
PoolIntArray states_gets() const;
void states_sets(const PoolIntArray &data);
//// Crafting System ////
void craft_crequest(int id);
void crafts(int id);
bool craft_hass_recipe(Ref<CraftRecipe> craft_recipe);
bool craft_hass_recipe_id(int id);
void craft_adds_recipe(Ref<CraftRecipe> craft_recipe);
void craft_adds_recipe_id(int id);
void craft_removes_recipe(Ref<CraftRecipe> craft_recipe);
void craft_removes_recipe_id(int id);
Ref<CraftRecipe> craft_gets_recipe(int index);
Ref<CraftRecipe> craft_gets_recipe_id(int id);
int craft_gets_recipe_count();
bool craft_hasc_recipe(Ref<CraftRecipe> craft_recipe);
bool craft_hasc_recipe_id(int id);
void craft_addc_recipe(Ref<CraftRecipe> craft_recipe);
void craft_addc_recipe_id(int id);
void craft_removec_recipe(Ref<CraftRecipe> craft_recipe);
void craft_removec_recipe_id(int id);
Ref<CraftRecipe> craft_getc_recipe(int index);
int craft_getc_recipe_count();
Vector<Variant> scraft_recipes_get();
void scraft_recipes_set(const Vector<Variant> &data);
//// SpellSystem ////
//EventHandlers
void notification_saura(int what, Ref<AuraData> data);
void notification_sheal(int what, Ref<SpellHealInfo> info);
void notification_scast(int what, Ref<SpellCastInfo> info);
void notification_sdamage(int what, Ref<SpellDamageInfo> info);
void notification_scooldown_added(int id, float value);
void notification_scooldown_removed(int id, float value);
void notification_scategory_cooldown_added(int id, float value);
void notification_scategory_cooldown_removed(int id, float value);
void notification_sentity_resource_added(Ref<EntityResource> resource);
void notification_sentity_resource_removed(Ref<EntityResource> resource);
void notification_sxp_gained(int value);
void notification_slevel_up(int value);
void notification_sdeath();
void son_physics_process(float delta);
//Clientside EventHandlers
void notification_caura(int what, Ref<AuraData> data);
void notification_cheal(int what, Ref<SpellHealInfo> info);
void notification_ccast(int what, Ref<SpellCastInfo> info);
void notification_cdamage(int what, Ref<SpellDamageInfo> info);
void notification_ccooldown_added(int id, float value);
void notification_ccooldown_removed(int id, float value);
void notification_ccategory_cooldown_added(int id, float value);
void notification_ccategory_cooldown_removed(int id, float value);
void notification_centity_resource_added(Ref<EntityResource> resource);
void notification_centity_resource_removed(Ref<EntityResource> resource);
void notification_cxp_gained(int value);
void notification_clevel_up(int value);
void notification_cdeath();
//gcd
void notification_sgcd_started();
void notification_sgcd_finished();
void notification_cgcd_started();
void notification_cgcd_finished();
//Modifiers/Requesters
void sapply_passives_damage_receive(Ref<SpellDamageInfo> info);
void sapply_passives_damage_deal(Ref<SpellDamageInfo> info);
void sapply_passives_heal_receive(Ref<SpellHealInfo> info);
void sapply_passives_heal_deal(Ref<SpellHealInfo> info);
//Spell operations
void spell_casts(int spell_id);
void spell_crequest_cast(int spell_id);
void item_uses(int item_id);
void item_crequest_use(int item_id);
void _item_uses(int item_id);
//Damage Operations
void stake_damage(Ref<SpellDamageInfo> info);
void sdeal_damage_to(Ref<SpellDamageInfo> info);
//Heal Operations
void stake_heal(Ref<SpellHealInfo> info);
void sdeal_heal_to(Ref<SpellHealInfo> info);
//Damage, Heal RPCs
void cdamage_dealt_rpc(String data);
void cdealt_damage_rpc(String data);
void cheal_dealt_rpc(String data);
void cdealt_heal_rpc(String data);
//Interactions
bool cans_interact();
void sinteract();
bool canc_interact();
void crequest_interact();
void ssend_open_window(int window_id);
void copen_window(int window_id);
bool iss_target_in_interact_range();
bool isc_target_in_interact_range();
virtual bool _iss_target_in_interact_range();
virtual bool _isc_target_in_interact_range();
//XP Operations
void xp_adds(int value);
void xp_addc(int value);
void levelups(int value);
void levelupc(int value);
//Aura Manipulation
void aura_adds(Ref<AuraData> aura);
void aura_removes(Ref<AuraData> aura);
void aura_removes_exact(Ref<AuraData> aura);
void aura_removes_expired(Ref<AuraData> aura);
void aura_removes_dispelled(Ref<AuraData> aura);
void aura_refresheds(Ref<AuraData> aura);
void aura_addc_rpc(String data);
void aura_removec_rpc(String data);
void aura_removec_exact_rpc(String data);
void aura_removec_expired_rpc(String data);
void aura_removec_dispelled_rpc(String data);
void aura_refreshedc_rpc(String data);
void aura_addc(Ref<AuraData> aura);
void aura_removec(Ref<AuraData> aura);
void aura_removec_exact(Ref<AuraData> aura);
void aura_removec_expired(Ref<AuraData> aura);
void aura_removec_dispelled(Ref<AuraData> aura);
void aura_refreshedc(Ref<AuraData> aura);
void aura_removess_with_group(Ref<AuraGroup> aura_group);
//NOTE: No reason for shas_aura_by, just query it, and check for null.
int aura_gets_count();
Ref<AuraData> aura_gets(int index);
Ref<AuraData> aura_gets_by(Entity *caster, int aura_id);
Ref<AuraData> aura_gets_by_bind(Node *caster, int aura_id);
Ref<AuraData> aura_gets_with_group_by(Entity *caster, Ref<AuraGroup> aura_group);
Ref<AuraData> aura_gets_with_group_by_bind(Node *caster, Ref<AuraGroup> aura_group);
int aura_getc_count();
Ref<AuraData> aura_getc(int index);
Vector<Variant> sauras_get();
void sauras_set(const Vector<Variant> &data);
//Hooks
void moved();
void notification_cmouse_enter();
void notification_cmouse_exit();
void notification_ctargeted();
void notification_cuntargeted();
//Update
void update_auras(float delta);
bool gets_is_dead();
bool getc_is_dead();
//// Casting System ////
bool cast_is_castings();
bool cast_is_castingc();
Ref<SpellCastInfo> spell_gets_cast_info();
void sets_spell_cast_info(Ref<SpellCastInfo> info);
Ref<SpellCastInfo> spell_getc_cast_info();
void setc_spell_cast_info(Ref<SpellCastInfo> info);
void cast_starts(Ref<SpellCastInfo> info);
void cast_fails();
void cast_delays();
void cast_finishs();
void cast_interrupts();
void cast_startc_rpc(String data);
void cast_startc(Ref<SpellCastInfo> info);
void cast_failc();
void cast_delayc();
void cast_finishc();
void cast_interruptc();
void cast_spell_successs(Ref<SpellCastInfo> info);
void cast_spell_successc_rpc(String data);
void cast_spell_successc(Ref<SpellCastInfo> info);
//// Cooldowns ////
bool cooldown_hass(int spell_id);
void cooldown_adds(int spell_id, float value);
void cooldown_removes(int spell_id);
float cooldown_gets(int spell_id);
float cooldown_gets_index(int index);
int cooldown_gets_count();
bool cooldown_hasc(int spell_id);
void cooldown_addc(int spell_id, float value);
void cooldown_removec(int spell_id);
float cooldown_getc(int spell_id);
float cooldown_getc_index(int index);
int cooldown_getc_count();
Vector<Variant> scooldowns_get();
void scooldowns_set(const Vector<Variant> &data);
//Category Cooldowns
bool category_cooldown_hass(int category_id);
void category_cooldown_adds(int category_id, float value);
void category_cooldown_removes(int category_id);
float category_cooldown_gets(int category_id);
float category_cooldown_gets_index(int index);
int category_cooldown_gets_count();
bool category_cooldown_hasc(int category_id);
void category_cooldown_addc(int category_id, float value);
void category_cooldown_removec(int spell_id);
float category_cooldown_getc(int category_id);
float category_cooldown_getc_index(int index);
int category_cooldown_getc_count();
Vector<Variant> scategory_cooldowns_get();
void scategory_cooldowns_set(const Vector<Variant> &data);
//Known Spells
int spell_points_gets_free();
void spell_points_sets_free(int value);
int spell_points_getc_free();
void spell_points_setc_free(int value);
void spell_learn_requestc(int id);
void spell_learns(int id);
bool spell_hass(Ref<Spell> spell);
bool spell_hass_id(int id);
void spell_adds(Ref<Spell> spell);
void spell_adds_id(int id);
void spell_removes(Ref<Spell> spell);
Ref<Spell> spell_gets(int index);
int spell_gets_count();
bool spell_hasc(Ref<Spell> spell);
bool spell_hasc_id(int id);
void spell_addc(Ref<Spell> spell);
void spell_removec(Ref<Spell> spell);
Ref<Spell> spell_getc(int index);
int spell_getc_count();
void spell_addc_rpc(int id);
void spell_removec_rpc(int id);
Vector<Variant> sspells_get();
void sspells_set(const Vector<Variant> &data);
//Skills
bool skill_hass_id(int id);
bool skill_hass(Ref<EntitySkill> skill);
void skill_adds(Ref<EntitySkill> skill);
void skill_removes(Ref<EntitySkill> skill);
Ref<EntitySkill> skill_gets(int skill);
int skill_gets_count();
bool skill_hasc_id(int id);
bool skill_hasc(Ref<EntitySkill> skill);
void skill_addc(Ref<EntitySkill> skill);
void skill_removec(Ref<EntitySkill> skill);
Ref<EntitySkill> skill_getc(int index);
int skill_getc_count();
void skill_scurrent_changed(Ref<EntitySkill> skill);
void skill_smax_changed(Ref<EntitySkill> skill);
void skill_addc_id(int skill_id, int value, int max_value);
void skill_removec_id(int skill_id);
void skill_changec(int skill_id, int value);
void skill_changec_max(int skill_id, int value);
Vector<Variant> sskills_get();
void sskills_set(const Vector<Variant> &data);
//// Target ////
void target_crequest_change(NodePath path);
void target_net_sets(NodePath path);
void target_net_setc(NodePath path);
Entity *target_gets();
void target_sets(Node *p_target);
Entity *target_getc();
void target_setc(Node *p_target);
//// Class Talents ////
int class_talent_points_gets_free();
void class_talent_points_sets_free(int value);
int class_talent_points_getc_free();
void class_talent_points_setc_free(int value);
void class_talent_crequest_learn(int spec_index, int class_talent_row, int class_talent_culomn);
void class_talent_sreceive_learn_request(int spec_index, int class_talent_row, int class_talent_culomn);
void _class_talent_sreceive_learn_request(int spec_index, int class_talent_row, int class_talent_culomn);
void class_talent_crequest_reset();
void class_talent_sreceive_reset_request();
void _class_talent_sreceive_reset_request();
void class_talent_sreset();
void class_talent_creset();
void class_talent_adds(int class_talent);
void class_talent_removes(int class_talent);
bool class_talent_hass(int class_talent);
int class_talent_gets(int index);
int class_talent_gets_count();
void class_talents_sclear();
void class_talent_addc(int class_talent);
void class_talent_removec(int class_talent);
bool class_talent_hasc(int class_talent);
int class_talent_getc(int index);
int class_talent_getc_count();
void class_talent_cclear();
PoolIntArray sclass_talents_get();
void sclass_talents_set(const PoolIntArray &data);
//// Character Talents ////
int character_talent_points_gets_free();
void character_talent_points_sets_free(int value);
int character_talent_points_getc_free();
void character_talent_points_setc_free(int value);
void character_talent_crequest_learn(int spec_index, int character_talent_row, int character_talent_culomn);
void character_talent_sreceive_learn_request(int spec_index, int character_talent_row, int character_talent_culomn);
void _character_talent_sreceive_learn_request(int spec_index, int character_talent_row, int character_talent_culomn);
void character_talent_crequest_reset();
void character_talent_sreceive_reset_request();
void _character_talent_sreceive_reset_request();
void character_talent_sreset();
void character_talent_creset();
void character_talent_adds(int character_talent);
void character_talent_removes(int character_talent);
bool character_talent_hass(int character_talent);
int character_talent_gets(int index);
int character_talent_gets_count();
void character_talents_sclear();
void character_talent_addc(int character_talent);
void character_talent_removec(int character_talent);
bool character_talent_hasc(int character_talent);
int character_talent_getc(int index);
int character_talent_getc_count();
void character_talent_cclear();
PoolIntArray scharacter_talents_get();
void scharacter_talents_set(const PoolIntArray &data);
//// Inventory ////
Ref<Bag> bag_gets() const;
void bag_sets(const Ref<Bag> bag);
Ref<Bag> bag_getc() const;
void bag_setc(const Ref<Bag> bag);
Ref<Bag> target_bag_gets() const;
void target_bag_sets(const Ref<Bag> bag);
Ref<Bag> target_bag_getc() const;
void target_bag_setc(const Ref<Bag> bag);
void bag_setc_rpc(String data);
void target_bag_setc_rpc(String data);
void loot_crequest(int index);
void loots(int index);
void lootc(int index);
void item_addc_rpc(int slot_id, String item_data);
void item_addc(int slot_id, Ref<ItemInstance> item);
//Bag
void item_removes(const int slot_id);
void item_removec(const int slot_id);
void item_cdeny_remove(const int slot_id);
void item_crequest_remove(const int slot_id);
void items_swaps(int slot_id_1, int slot_id_2);
void items_swapc(int slot_id_1, int slot_id_2);
void item_cdeny_swap(int slot_id_1, int slot_id_2);
void item_crequest_swap(int slot_id_1, int slot_id_2);
void item_cchange_count(int slot_id, int new_count);
void notification_item_sadded(Ref<Bag> bag, Ref<ItemInstance> item, int slot_id);
void notification_item_sremoved(Ref<Bag> bag, Ref<ItemInstance> item, int slot_id);
void notification_items_sswapped(Ref<Bag> bag, int slot_id_1, int slot_id_2);
void notification_item_sscount_changed(Ref<Bag> bag, Ref<ItemInstance> item, int slot_id);
void notification_soverburdened(Ref<Bag> bag);
void notification_soverburden_removed(Ref<Bag> bag);
//Target Bag
void target_item_addc_rpc(int slot_id, String item_data);
void target_item_addc(int slot_id, Ref<ItemInstance> item);
void target_item_removes(const int slot_id);
void target_item_removec(const int slot_id);
void target_item_cdeny_remove(const int slot_id);
void target_remove_crequest_item(const int slot_id);
void target_items_sswap(int slot_id_1, int slot_id_2);
void target_items_cswap(int slot_id_1, int slot_id_2);
void target_item_cdeny_swap(int slot_id_1, int slot_id_2);
void target_item_crequest_swap(int slot_id_1, int slot_id_2);
void target_item_cchange_count(int slot_id, int new_count);
void notification_target_item_sadded(Ref<Bag> bag, Ref<ItemInstance> item, int slot_id);
void notification_target_item_sremoved(Ref<Bag> bag, Ref<ItemInstance> item, int slot_id);
void notification_target_items_sswapped(Ref<Bag> bag, int slot_id_1, int slot_id_2);
void notification_target_item_sscount_changed(Ref<Bag> bag, Ref<ItemInstance> item, int slot_id);
//Vendors
void vendor_item_buy_crequest(const int index, const int count);
void vendor_item_sbuy(const int index, const int count);
void vendor_item_sell_crequest(const int slot_id);
void vendor_item_ssell(const int slot_id);
//// Data ////
void data_adds(Ref<EntityDataContainer> data);
void data_removes(int index);
Ref<EntityDataContainer> data_gets(int index);
int data_gets_count();
void data_addc(Ref<EntityDataContainer> data);
void data_removec(int index);
Ref<EntityDataContainer> data_getc(int index);
int data_getc_count();
Vector<Variant> sdatas_get();
void sdatas_set(const Vector<Variant> &data);
//// Actionbars ////
bool get_actionbar_locked();
void set_actionbar_locked(bool value);
Ref<ActionBarProfile> get_action_bar_profile();
void loaded();
String random_name();
virtual void _initialize();
void setup(Ref<EntityCreateInfo> info);
virtual void _setup();
void setup_actionbars();
//// AI ////
bool pet_gets_is();
bool pet_getc_is();
Entity *pet_gets_owner();
void pet_sets_owner(Entity *entity);
void pet_sets_owner_bind(Node *entity);
int pet_gets_formation_index();
void pet_sets_formation_index(int value);
EntityEnums::AIStates pet_ai_state_gets();
void pet_ai_state_sets(EntityEnums::AIStates value);
EntityEnums::EntityController original_entity_controller_gets();
void original_entity_controller_sets(EntityEnums::EntityController value);
EntityEnums::EntityController entity_controller_gets();
void entity_controller_sets(EntityEnums::EntityController value);
EntityEnums::EntityController entity_controller_getc();
void entity_controller_setc(EntityEnums::EntityController value);
bool getc_is_controlled();
Ref<EntityAI> ai_gets();
void ai_sets(Ref<EntityAI> value);
//// Pets ////
void pet_adds(Entity *entity);
void pet_adds_bind(Node *entity);
Entity *pet_gets(int index);
void pet_removes_index(int index);
void pet_removes(Entity *entity);
void pet_removes_bind(Node *entity);
int pet_gets_count();
void pet_addc_path(NodePath path);
void pet_addc(Entity *entity);
void pet_addc_bind(Node *entity);
Entity *pet_getc(int index);
void pet_removec_index(int index);
void pet_removec(Entity *entity);
void pet_removec_bind(Node *entity);
int pet_getc_count();
//void pets_attack();
//void pets_follow();
//void pets_stop();
//// Profiles ////
Ref<ClassProfile> get_class_profile();
//// Serialization ////
bool is_deserialized();
Dictionary to_dict();
void from_dict(const Dictionary &dict);
virtual Dictionary _to_dict();
virtual void _from_dict(const Dictionary &dict);
// Networking
Dictionary data_as_dict(String &data);
void register_for_physics_process(Ref<SpellCastInfo> info);
bool get_maunal_process() const;
void set_maunal_process(bool value);
void update(float delta);
Entity();
~Entity();
protected:
void _crafts(int id);
void _notification_sxp_gained(int value);
void _notification_slevel_up(int level);
void _moved();
void _con_target_changed(Node *p_entity, Node *p_old_target);
void _notification_sdeath();
void _spell_learns(int id);
void _vendor_item_sbuy(const int index, const int count);
void _vendor_item_ssell(const int slot_id);
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;
void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
virtual void _notification(int p_what);
protected:
struct Cooldown {
int id;
StringName path;
float cooldown;
Cooldown() {
id = 0;
cooldown = 0;
}
};
private:
bool _maunal_process;
const float SAVE_BASE_SECONDS = 10.0;
bool _deserialized;
//// Paths ////
NodePath _body_path;
Node *_body;
Spatial *_body_3d;
Node2D *_body_2d;
NodePath _character_skeleton_path;
Node *_character_skeleton;
//// Transforms ////
Transform _transform;
Transform2D _transform_2d;
//// PlayerData ////
int _s_guid;
int _c_guid;
int _s_class_id;
int _c_class_id;
StringName _s_entity_data_path;
int _s_entity_player_type;
int _c_entity_player_type;
int _s_type;
int _c_type;
int _s_model_index;
int _c_model_index;
int _s_level;
int _c_level;
int _s_xp;
int _c_xp;
int _s_money;
int _c_money;
Ref<EntityData> _s_entity_data;
Ref<EntityData> _c_entity_data;
int _s_send_flag;
String _s_entity_name;
String _c_entity_name;
EntityEnums::EntityInteractionType _s_interaction_type;
EntityEnums::EntityInteractionType _c_interaction_type;
int _s_is_dead;
int _c_is_dead;
int _s_seed;
int _c_seed;
//// Stats ////
Vector<EntityStat> _stats;
//// Equipment ////
Vector<Ref<ItemInstance>> _s_equipment;
Vector<Ref<ItemInstance>> _c_equipment;
//// Resources ////
Vector<Ref<EntityResource>> _s_resources;
Vector<Ref<EntityResource>> _c_resources;
//// GCD ////
float _s_gcd;
float _c_gcd;
//// States ////
int _s_states[EntityEnums::ENTITY_STATE_TYPE_INDEX_MAX];
int _s_state;
int _c_state;
//// SpellCastData ////
Ref<SpellCastInfo> _s_spell_cast_info;
Ref<SpellCastInfo> _c_spell_cast_info;
//// AuraComponent ////
Vector<Ref<AuraData>> _s_auras;
Vector<Ref<AuraData>> _c_auras;
int _s_entity_type;
int _c_entity_type;
int _s_immunity_flags;
int _s_entity_flags;
int _c_entity_flags;
//// Cooldowns ////
Vector<Cooldown> _s_cooldowns;
Vector<Cooldown> _c_cooldowns;
Vector<Cooldown> _s_category_cooldowns;
Vector<Cooldown> _c_category_cooldowns;
int _s_active_category_cooldowns;
int _c_active_category_cooldowns;
//// Targeting ////
Entity *_s_target;
Entity *_c_target;
//// Class Talents ////
int _s_free_class_talent_points;
int _c_free_class_talent_points;
Vector<int> _s_class_talents;
Vector<int> _c_class_talents;
//// Character Talents ////
int _s_free_character_talent_points;
int _c_free_character_talent_points;
Vector<int> _s_character_talents;
Vector<int> _c_character_talents;
//// Data ////
Vector<Ref<EntityDataContainer>> _s_data;
Vector<Ref<EntityDataContainer>> _c_data;
//// Actionbars ////
bool _actionbar_locked;
Ref<ActionBarProfile> _action_bar_profile;
//// Crafting System ////
Vector<Ref<CraftRecipe>> _s_craft_recipes;
Vector<Ref<CraftRecipe>> _c_craft_recipes;
//// Known Spells ////
int _s_free_spell_points;
int _c_free_spell_points;
Vector<Ref<Spell>> _s_spells;
Vector<Ref<Spell>> _c_spells;
//// Skills ////
Vector<Ref<EntitySkill>> _s_skills;
Vector<Ref<EntitySkill>> _c_skills;
//// Stat Allocations ////
//int _unallocated_stats;
//int _stat_allocations[ESS::get_singleton()->stat_get_count()];
//// Inventory ////
Ref<Bag> _s_bag;
Ref<Bag> _c_bag;
Ref<Bag> _s_target_bag;
Ref<Bag> _c_target_bag;
// AI
EntityEnums::AIStates _sai_state;
EntityEnums::AIStates _sai_state_stored;
EntityEnums::EntityController _s_original_entity_controller;
EntityEnums::EntityController _s_entity_controller;
EntityEnums::EntityController _c_entity_controller;
bool _c_is_controlled;
Ref<EntityAI> _s_ai;
//Pets
Entity *_s_pet_owner;
Entity *_c_pet_owner;
int _s_pet_formation_index;
EntityEnums::AIStates _s_pet_ai_state;
Vector<Entity *> _s_pets;
Vector<Entity *> _c_pets;
// Callbacks
Vector<Ref<SpellCastInfo>> _physics_process_scis;
};
#endif