pandemonium_engine/modules/entity_spell_system/entities/auras/aura_data.h

143 lines
4.4 KiB
C++
Raw Normal View History

2022-03-17 22:33:22 +01:00
#ifndef AURA_DATA_H
#define AURA_DATA_H
2023-12-17 23:21:54 +01:00
/*************************************************************************/
/* aura_data.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. */
/*************************************************************************/
2023-12-17 23:21:54 +01:00
#include "core/object/resource.h"
#include "core/variant/array.h"
#include "core/variant/dictionary.h"
#include "../../spell_enums.h"
class Spell;
class Entity;
class AuraData : public Resource {
GDCLASS(AuraData, Resource);
public:
int get_aura_id();
void set_aura_id(int value);
bool get_is_timed();
void set_is_timed(bool value);
float get_remaining_time();
void set_remaining_time(float value);
bool update(float delta);
Entity *get_owner();
void set_owner(Entity *value);
void set_owner_bind(Node *value);
Entity *caster_get();
void caster_set(Entity *value);
void caster_set_bind(Node *value);
NodePath caster_get_path();
void caster_set_path(NodePath value);
float spell_scale_get();
void spell_scale_set(float value);
Ref<Spell> get_aura();
void set_aura(Ref<Spell> aura);
void refresh(float remaining);
int damage_get();
void damage_set(int value);
int damage_get_count();
void damage_set_count(int damageTaken);
float get_tick();
void set_tick(float value);
float get_time_since_last_tick();
void set_time_since_last_tick(float value);
int get_unhandled_ticks();
void set_unhandled_ticks(int value);
int damage_get_taken();
void damage_set_taken(int value);
int heal_get();
void heal_set(int value);
int get_remaining_absorb();
void set_remaining_absorb(int remaining_timeAbsorb);
float get_slow();
void set_slow(float value);
void resolve_references(Node *owner);
Dictionary to_dict();
void from_dict(const Dictionary &dict);
Dictionary _to_dict();
void _from_dict(const Dictionary &dict);
Array to_send_array();
void from_send_array(const Array &arr);
Array _to_send_array();
void _from_send_array(const Array &arr);
AuraData();
protected:
static void _bind_methods();
private:
Entity *_owner;
int _aura_id;
StringName _aura_path;
float _remaining_time;
Entity *_caster;
NodePath _caster_path;
float _spell_scale;
int _aura_group;
Ref<Spell> _aura;
bool _is_timed;
int _damage;
int _heal;
float _slow;
int _remaining_absorb;
float _tick;
float _time_since_last_tick;
int _damage_already_taken;
int _unhandled_ticks;
};
#endif