#ifndef AURA_DATA_H #define AURA_DATA_H /*************************************************************************/ /* aura_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/object/resource.h" #include "core/variant/array.h" #include "core/variant/dictionary.h" #include "../../spell_enums.h" class Spell; class Entity; class AuraData : public Resource { GDCLASS(AuraData, Resource); public: int get_aura_id(); void set_aura_id(int value); bool get_is_timed(); void set_is_timed(bool value); float get_remaining_time(); void set_remaining_time(float value); bool update(float delta); Entity *get_owner(); void set_owner(Entity *value); void set_owner_bind(Node *value); Entity *caster_get(); void caster_set(Entity *value); void caster_set_bind(Node *value); NodePath caster_get_path(); void caster_set_path(NodePath value); float spell_scale_get(); void spell_scale_set(float value); Ref get_aura(); void set_aura(Ref aura); void refresh(float remaining); int damage_get(); void damage_set(int value); int damage_get_count(); void damage_set_count(int damageTaken); float get_tick(); void set_tick(float value); float get_time_since_last_tick(); void set_time_since_last_tick(float value); int get_unhandled_ticks(); void set_unhandled_ticks(int value); int damage_get_taken(); void damage_set_taken(int value); int heal_get(); void heal_set(int value); int get_remaining_absorb(); void set_remaining_absorb(int remaining_timeAbsorb); float get_slow(); void set_slow(float value); void resolve_references(Node *owner); Dictionary to_dict(); void from_dict(const Dictionary &dict); Dictionary _to_dict(); void _from_dict(const Dictionary &dict); Array to_send_array(); void from_send_array(const Array &arr); Array _to_send_array(); void _from_send_array(const Array &arr); AuraData(); protected: static void _bind_methods(); private: Entity *_owner; int _aura_id; StringName _aura_path; float _remaining_time; Entity *_caster; NodePath _caster_path; float _spell_scale; int _aura_group; Ref _aura; bool _is_timed; int _damage; int _heal; float _slow; int _remaining_absorb; float _tick; float _time_since_last_tick; int _damage_already_taken; int _unhandled_ticks; }; #endif