#ifndef ENTITY_AI_H #define ENTITY_AI_H #include "core/object/resource.h" #include "scene/main/node.h" #include "../../entity_enums.h" class AuraData; class SpellHealInfo; class SpellDamageInfo; class SpellCastInfo; class ItemInstance; class EntityResource; class Entity; class EntityAI : public Resource { GDCLASS(EntityAI, Resource); public: bool get_enabled(); void set_enabled(bool value); void set_owner(Entity *entity); void set_owner_bind(Node *entity); Entity *get_owner(); Vector get_spec_distribution(); void set_spec_distribution(Vector data); int get_spec_variance(); void set_spec_variance(int value); EntityEnums::AIStates get_state(); void set_state(EntityEnums::AIStates state); EntityEnums::AIStates get_force_state(); void set_force_state(EntityEnums::AIStates state); void set_editor_description(const String &p_editor_description); String get_editor_description() const; void update(float delta); void pet_update(float delta); void move(float delta); void pet_move(float delta); void _on_set_owner(); //// Spell System //// void start_casting(int spell_id, Entity *caster, float spellScale); void notification_saura(int what, Ref data); void notification_sheal(int what, Ref info); void notification_scast(int what, Ref info); void notification_sdamage(int what, Ref info); void notification_sdeath(Entity *entity); void notification_sdeath_bind(Node *entity); 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_sgcd_started(Entity *entity, float gcd); void notification_sgcd_finished(Entity *entity); void notification_sgcd_started_bind(Node *entity, float gcd); void notification_sgcd_finished_bind(Node *entity); void notification_sxp_gained(Entity *entity, int value); void notification_sxp_gained_bind(Node *entity, int value); void notification_slevel_up(Entity *entity, int value); void notification_slevel_up_bind(Node *entity, int value); void notification_sentity_resource_added(Ref resource); void notification_sentity_resource_removed(Ref resource); //Equipment bool equip_should_deny(Entity *entity, int equip_slot, Ref item); bool equip_should_deny_bind(Node *entity, int equip_slot, Ref item); void equip_son_success(Entity *entity, int equip_slot, Ref item, Ref old_item, int bag_slot); void equip_son_success_bind(Node *entity, int equip_slot, Ref item, Ref old_item, int bag_slot); void equip_son_fail(Entity *entity, int equip_slot, Ref item, Ref old_item, int bag_slot); void equip_son_fail_bind(Node *entity, int equip_slot, Ref item, Ref old_item, int bag_slot); void equip_con_success(Entity *entity, int equip_slot, Ref item, Ref old_item, int bag_slot); void equip_con_success_bind(Node *entity, int equip_slot, Ref item, Ref old_item, int bag_slot); void equip_con_fail(Entity *entity, int equip_slot, Ref item, Ref old_item, int bag_slot); void equip_con_fail_bind(Node *entity, int equip_slot, Ref item, Ref old_item, int bag_slot); EntityAI(); ~EntityAI(); protected: static void _bind_methods(); private: bool _enabled; Entity *_owner; Vector _spec_distribution; int _spec_variance; EntityEnums::AIStates _state; EntityEnums::AIStates _force_state; }; #endif