#ifndef ENTITY_AI_H #define ENTITY_AI_H /*************************************************************************/ /* entity_ai.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/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