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