#ifndef SPELL_HEAL_INFO_H #define SPELL_HEAL_INFO_H /*************************************************************************/ /* spell_heal_info.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/reference.h" #include "../spell_enums.h" #include "scene/main/node.h" class Entity; class Spell; class SpellHealInfo : public Reference { GDCLASS(SpellHealInfo, Reference); public: enum HealSourceType { HEAL_SOURCE_UNKNOWN = 0, HEAL_SOURCE_SPELL, HEAL_SOURCE_AURA, }; protected: static void _bind_methods(); public: int heal_get(); void heal_set(int value); bool get_immune() const; void set_immune(const bool value); int damage_get() const; void damage_set(const int value); bool crit_get() const; void crit_set(const bool value); int amount_absorbed_get() const; void amount_absorbed_set(const int value); int heal_type_get() const; void heal_type_set(const int value); Entity *dealer_get(); void dealer_set(Entity *value); void dealer_set_bind(Node *value); Entity *receiver_get(); void receiver_set(Entity *value); void receiver_set_bind(Node *value); Ref source_get(); void source_set(Ref value); Ref spell_source_get(); void spell_source_set(const Ref &value); Ref aura_source_get(); void aura_source_set(const Ref &value); int source_get_id() const; void source_set_id(const int value); int source_get_type() const; void source_set_type(const int value); void reset(); void resolve_references(Node *owner); Dictionary to_dict(); void from_dict(const Dictionary &dict); SpellHealInfo(); ~SpellHealInfo(); private: bool _immune; int _heal; int _original_heal; int _amount_absorbed; bool _crit; int _heal_type; int _heal_source_type; Ref _heal_source; int _heal_source_id; Entity *_dealer; Entity *_receiver; NodePath _dealer_path; NodePath _receiver_path; }; #endif