#ifndef ENTITY_DATA_H #define ENTITY_DATA_H /* Copyright (c) 2019-2022 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/resource.h" #include "core/ustring.h" #include "core/vector.h" #include "scene/resources/texture.h" #include "../../entity_enums.h" #include "../../entities/auras/aura_data.h" #include "../../pipelines/spell_damage_info.h" #include "../../pipelines/spell_heal_info.h" #include "../../data/loot/loot_data_base.h" #include "entity_class_data.h" #include "../../data/items/equipment_data.h" #include "../ai/entity_ai.h" class Spell; class Entity; class CharacterSpec; class Entity; class SpellCastInfo; class AIAction; class CraftRecipe; class EntitySpeciesData; class SpeciesInstance; class EntityData : public Resource { GDCLASS(EntityData, Resource); public: int get_id() const; void set_id(const int value); String get_text_description() const; void set_text_description(const String value); EntityEnums::EntityInteractionType get_entity_interaction_type() const; void set_entity_interaction_type(const EntityEnums::EntityInteractionType value); bool get_is_playable() const; void set_is_playable(const bool value); int get_immunity_flags() const; void set_immunity_flags(const int value); int get_entity_flags() const; void set_entity_flags(const int value); int get_money() const; void set_money(const int value); int get_bag_size() const; void set_bag_size(const int value); Ref get_entity_species_data() const; void set_entity_species_data(const Ref &value); Ref get_entity_class_data() const; void set_entity_class_data(const Ref &data); Ref get_equipment_data() const; void set_equipment_data(const Ref &data); Ref get_species_instance() const; void set_species_instance(const Ref &value); Ref get_ai() const; void set_ai(const Ref &ai); Ref get_ai_instance(); Ref _get_ai_instance(); Ref get_loot_db() const; void set_loot_db(const Ref &data); String generate_name(); //Setup void setup_resources(Entity *entity); //// Interactions //// bool cans_interact(Entity *entity); bool cans_interact_bind(Node *entity); void sinteract(Entity *entity); void sinteract_bind(Node *entity); EntityData(); ~EntityData(); protected: void _validate_property(PropertyInfo &property) const; static void _bind_methods(); private: int _id; EntityEnums::EntityInteractionType _interaction_type; bool _is_playable; int _immunity_flags; int _entity_flags; String _text_description; int _money; int _bag_size; Ref _entity_class_data; Ref _entity_species_data; Ref _equipment_data; Ref _species_instance; Ref _ai; Ref _lootdb; }; #endif