#ifndef ESS_H #define ESS_H #include "core/bind/core_bind.h" #include "core/config/engine.h" #include "core/object/object.h" #include "core/object/resource.h" #include "core/string/ustring.h" #include "scene/main/node.h" #include "../defines.h" #include "modules/modules_enabled.gen.h" class ESSResourceDB; class ESSEntitySpawner; class EntityCreateInfo; class ESSMaterialCache; class ESS : public Object { GDCLASS(ESS, Object); public: static ESS *get_singleton(); bool get_use_spell_points() const; void set_use_spell_points(const bool value); bool get_scale_spells_by_default() const; void set_scale_spells_by_default(const bool value); bool get_automatic_load() const; void set_automatic_load(const bool load); bool get_load_folders() const; void set_load_folders(const bool load); bool get_use_class_xp() const; void set_use_class_xp(const bool value); bool get_allow_class_spell_learning() const; void set_allow_class_spell_learning(const bool value); bool get_allow_class_recipe_learning() const; void set_allow_class_recipe_learning(const bool value); int get_auto_learn_spells() const; void set_auto_learn_spells(const int value); Ref get_resource_db(); void set_resource_db(const Ref &resource_db); ESSEntitySpawner *get_entity_spawner(); void set_entity_spawner(ESSEntitySpawner *spawner); void set_entity_spawner_bind(Node *spawner); String get_resource_db_path(); void set_resource_db_path(const String &path); void request_entity_spawn(Ref info); void request_entity_spawn_deferred(Ref info); void load_resource_db(); Ref load_resource(const String &path, const String &type_hint = ""); void load_all(); //Stats String stat_get_string() const; void stat_set_string(const String &stat_enum_string); int stat_get_id(const StringName &name) const; StringName stat_get_name(const int id) const; int stat_get_property_id(const StringName &name) const; StringName stat_get_property_name(const int id) const; bool stat_is_property(const StringName &name) const; int stat_get_count() const; PoolStringArray stats_get() const; void stats_set(const PoolStringArray &array); int stat_get_main_stat_count() const; void stat_set_main_stat_count(const int index); //Equipslots String equip_slot_get_string() const; void equip_slot_set_string(const String &equip_slot_enum_string); int equip_slot_get_id(const StringName &name) const; StringName equip_slot_get_name(const int id) const; int equip_slot_get_property_id(const StringName &name) const; StringName equip_slot_get_property_name(const int id) const; bool equip_slot_is_property(const StringName &name) const; int equip_slot_get_count() const; PoolStringArray equip_slots_get() const; void equip_slots_set(const PoolStringArray &array); //Skeletons String entity_types_get() const; void entity_types_set(const String &value); String skeletons_bones_index_get(const int index) const; int skeletons_bones_count(); PoolStringArray skeletons_bones_get() const; void skeletons_bones_set(const PoolStringArray &value); String skeletons_bone_attachment_index_get(const int index) const; int skeletons_bone_attachments_count(); PoolStringArray skeletons_bone_attachment_points_get() const; void skeletons_bone_attachment_points_set(const PoolStringArray &value); //Other String model_visual_groups_get() const; void model_visual_groups_set(const String &value); String texture_layers_get() const; void texture_layers_set(const String &value); //Diminishing Returns String dminishing_return_categories_get() const; void dminishing_return_categories_set(const String &value); float dminishing_return_length_get() const; void dminishing_return_length_set(const float value); int dminishing_return_steps_get() const; void dminishing_return_steps_set(const int value); //Levels/XP int get_max_character_level() const; int get_max_class_level() const; int get_character_xp(int current_level); void set_character_xp(int current_level, int value); bool can_character_level_up(int current_level); PoolIntArray get_character_xp_data(); void set_character_xp_data(const PoolIntArray &data); int get_class_xp(int current_level); void set_class_xp(int current_level, int value); bool can_class_level_up(int current_level); PoolIntArray get_class_xp_data(); void set_class_xp_data(const PoolIntArray &data); #ifdef MODULE_TEXTURE_PACKER_ENABLED int get_texture_flags() const; void set_texture_flags(const int flags); int get_max_atlas_size() const; void set_max_atlas_size(const int size); bool get_keep_original_atlases() const; void set_keep_original_atlases(const bool value); Color get_background_color() const; void set_background_color(const Color &color); int get_margin() const; void set_margin(const int margin); #endif StringName get_default_ess_material_cache_class(); void set_default_ess_material_cache_class(const StringName &cls_name); PoolStringArray material_paths_get() const; void material_paths_set(const PoolStringArray &array); void material_add(const Ref &value); Ref material_get(const int index); void material_set(const int index, const Ref &value); void material_remove(const int index); int material_get_num() const; void materials_clear(); void materials_load(); void ensure_materials_loaded(); Vector materials_get(); void materials_set(const Vector &materials); Ref material_cache_get(const uint64_t key); void material_cache_unref(const uint64_t key); ESS(); ~ESS(); protected: static void _bind_methods(); private: bool _automatic_load; Ref _ess_resource_db; ESSEntitySpawner *_ess_entity_spawner; String _ess_resource_db_path; static ESS *instance; bool _use_spell_points; bool _scale_spells_by_default; bool _automatic_class_levelups; bool _use_global_class_level; bool _use_class_xp; bool _allow_class_spell_learning; bool _allow_class_recipe_learning; bool _auto_learn_spells; //Stats Vector _stat_id_to_name; HashMap _stat_name_to_id; Vector _stat_id_to_property; HashMap _stat_property_to_id; String _stat_enum_string; int _stat_main_stat_count; //Equipslots Vector _equip_slot_id_to_name; HashMap _equip_slot_name_to_id; Vector _equip_slot_id_to_property; HashMap _equip_slot_property_to_id; String _equip_slot_enum_string; //Entity Types String _entity_types; PoolStringArray _skeletons_bones; PoolStringArray _skeletons_bone_attachment_points; //Other String _model_visual_groups; String _texture_layers; //Diminishing Returns String _dminishing_return_categories; float _dminishing_return_length; int _dminishing_return_steps; //Levels/XP PoolIntArray _class_xps; PoolIntArray _character_xps; StringName _default_ess_material_cache_class; Mutex _material_cache_mutex; RBMap> _material_cache; #ifdef MODULE_TEXTURE_PACKER_ENABLED int _texture_flags; int _max_atlas_size; bool _keep_original_atlases; Color _background_color; int _margin; #endif PoolStringArray _material_paths; Vector> _materials; }; #endif