pandemonium_engine/modules/entity_spell_system/profiles/player_profile.h

94 lines
3.5 KiB
C++

#ifndef PLAYER_PROFILE_H
#define PLAYER_PROFILE_H
/*************************************************************************/
/* player_profile.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 "core/string/ustring.h"
#include "core/variant/dictionary.h"
#include "class_profile.h"
class PlayerProfile : public Reference {
GDCLASS(PlayerProfile, Reference);
public:
static const String DEFAULT_PROFILE_FILE_NAME;
int get_id();
void set_id(int value);
String get_profile_name();
void set_profile_name(String value);
int get_last_used_character() const;
void set_last_used_character(const int value);
int get_class_profile_count() const;
Ref<ClassProfile> get_class_profile_index(const int index);
void add_class_profile(Ref<ClassProfile> profile);
void clear_class_profiles();
void remove_class_profile(const int index);
Vector<Ref<ClassProfile>> &get_class_profiles();
Ref<ClassProfile> get_class_profile(const StringName &class_path);
Dictionary get_custom_data();
void set_custom_data(const Dictionary &dict);
Dictionary to_dict() const;
void from_dict(const Dictionary &dict);
void emit_change();
PlayerProfile();
~PlayerProfile();
void load_defaults();
protected:
void _on_class_profile_changed();
static void _bind_methods();
private:
int _id;
int _last_used_character;
String _profile_name;
Dictionary _custom_data;
Vector<Ref<ClassProfile>> _class_profiles;
};
#endif