mirror of
https://github.com/Relintai/pandemonium_engine.git
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158 lines
5.1 KiB
C++
158 lines
5.1 KiB
C++
#ifndef ENTITY_DATA_H
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#define ENTITY_DATA_H
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/*************************************************************************/
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/* entity_data.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/vector.h"
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#include "core/object/resource.h"
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#include "core/string/ustring.h"
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#include "scene/resources/texture.h"
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#include "../../entity_enums.h"
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#include "../../entities/auras/aura_data.h"
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#include "../../pipelines/spell_damage_info.h"
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#include "../../pipelines/spell_heal_info.h"
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#include "../../data/loot/loot_data_base.h"
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#include "entity_class_data.h"
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#include "../../data/items/equipment_data.h"
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#include "../ai/entity_ai.h"
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class Spell;
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class Entity;
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class CharacterSpec;
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class Entity;
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class SpellCastInfo;
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class AIAction;
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class CraftRecipe;
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class EntitySpeciesData;
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class SpeciesInstance;
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class EntityData : public Resource {
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GDCLASS(EntityData, Resource);
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public:
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int get_id() const;
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void set_id(const int value);
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String get_text_description() const;
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void set_text_description(const String value);
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EntityEnums::EntityInteractionType get_entity_interaction_type() const;
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void set_entity_interaction_type(const EntityEnums::EntityInteractionType value);
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bool get_is_playable() const;
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void set_is_playable(const bool value);
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int get_immunity_flags() const;
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void set_immunity_flags(const int value);
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int get_entity_flags() const;
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void set_entity_flags(const int value);
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int get_money() const;
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void set_money(const int value);
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int get_bag_size() const;
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void set_bag_size(const int value);
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Ref<EntitySpeciesData> get_entity_species_data() const;
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void set_entity_species_data(const Ref<EntitySpeciesData> &value);
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Ref<EntityClassData> get_entity_class_data() const;
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void set_entity_class_data(const Ref<EntityClassData> &data);
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Ref<EquipmentData> get_equipment_data() const;
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void set_equipment_data(const Ref<EquipmentData> &data);
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Ref<SpeciesInstance> get_species_instance() const;
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void set_species_instance(const Ref<SpeciesInstance> &value);
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Ref<EntityAI> get_ai() const;
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void set_ai(const Ref<EntityAI> &ai);
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Ref<EntityAI> get_ai_instance();
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Ref<EntityAI> _get_ai_instance();
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Ref<LootDataBase> get_loot_db() const;
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void set_loot_db(const Ref<LootDataBase> &data);
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String generate_name();
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//Setup
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void setup_resources(Entity *entity);
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//// Interactions ////
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bool cans_interact(Entity *entity);
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bool cans_interact_bind(Node *entity);
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void sinteract(Entity *entity);
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void sinteract_bind(Node *entity);
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EntityData();
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~EntityData();
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protected:
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void _validate_property(PropertyInfo &property) const;
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static void _bind_methods();
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private:
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int _id;
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EntityEnums::EntityInteractionType _interaction_type;
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bool _is_playable;
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int _immunity_flags;
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int _entity_flags;
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String _text_description;
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int _money;
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int _bag_size;
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Ref<EntityClassData> _entity_class_data;
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Ref<EntitySpeciesData> _entity_species_data;
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Ref<EquipmentData> _equipment_data;
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Ref<SpeciesInstance> _species_instance;
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Ref<EntityAI> _ai;
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Ref<LootDataBase> _lootdb;
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};
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#endif
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