#ifndef ENTITY_DATA_H #define ENTITY_DATA_H #include "core/object/resource.h" #include "core/string/ustring.h" #include "core/containers/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