mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-23 17:38:20 +01:00
298 lines
8.2 KiB
C++
298 lines
8.2 KiB
C++
#ifndef ESS_H
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#define ESS_H
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "core/version.h"
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#include "core/bind/core_bind.h"
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#include "core/engine.h"
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#include "core/object.h"
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#include "core/resource.h"
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#include "core/ustring.h"
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#include "scene/main/node.h"
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#include "../defines.h"
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class ESSResourceDB;
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class ESSEntitySpawner;
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class EntityCreateInfo;
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class ESSMaterialCache;
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class ESS : public Object {
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GDCLASS(ESS, Object);
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public:
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static ESS *get_singleton();
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bool get_use_spell_points() const;
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void set_use_spell_points(const bool value);
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bool get_scale_spells_by_default() const;
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void set_scale_spells_by_default(const bool value);
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bool get_automatic_load() const;
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void set_automatic_load(const bool load);
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bool get_load_folders() const;
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void set_load_folders(const bool load);
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bool get_use_class_xp() const;
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void set_use_class_xp(const bool value);
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bool get_allow_class_spell_learning() const;
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void set_allow_class_spell_learning(const bool value);
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bool get_allow_class_recipe_learning() const;
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void set_allow_class_recipe_learning(const bool value);
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int get_auto_learn_spells() const;
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void set_auto_learn_spells(const int value);
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Ref<ESSResourceDB> get_resource_db();
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void set_resource_db(const Ref<ESSResourceDB> &resource_db);
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ESSEntitySpawner *get_entity_spawner();
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void set_entity_spawner(ESSEntitySpawner *spawner);
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void set_entity_spawner_bind(Node *spawner);
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String get_resource_db_path();
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void set_resource_db_path(const String &path);
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void request_entity_spawn(Ref<EntityCreateInfo> info);
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void request_entity_spawn_deferred(Ref<EntityCreateInfo> info);
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void load_resource_db();
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Ref<Resource> load_resource(const String &path, const String &type_hint = "");
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void load_all();
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//Stats
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String stat_get_string() const;
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void stat_set_string(const String &stat_enum_string);
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int stat_get_id(const StringName &name) const;
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StringName stat_get_name(const int id) const;
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int stat_get_property_id(const StringName &name) const;
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StringName stat_get_property_name(const int id) const;
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bool stat_is_property(const StringName &name) const;
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int stat_get_count() const;
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PoolStringArray stats_get() const;
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void stats_set(const PoolStringArray &array);
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int stat_get_main_stat_count() const;
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void stat_set_main_stat_count(const int index);
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//Equipslots
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String equip_slot_get_string() const;
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void equip_slot_set_string(const String &equip_slot_enum_string);
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int equip_slot_get_id(const StringName &name) const;
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StringName equip_slot_get_name(const int id) const;
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int equip_slot_get_property_id(const StringName &name) const;
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StringName equip_slot_get_property_name(const int id) const;
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bool equip_slot_is_property(const StringName &name) const;
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int equip_slot_get_count() const;
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PoolStringArray equip_slots_get() const;
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void equip_slots_set(const PoolStringArray &array);
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//Skeletons
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String entity_types_get() const;
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void entity_types_set(const String &value);
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String skeletons_bones_index_get(const int index) const;
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int skeletons_bones_count();
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PoolStringArray skeletons_bones_get() const;
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void skeletons_bones_set(const PoolStringArray &value);
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String skeletons_bone_attachment_index_get(const int index) const;
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int skeletons_bone_attachments_count();
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PoolStringArray skeletons_bone_attachment_points_get() const;
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void skeletons_bone_attachment_points_set(const PoolStringArray &value);
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//Other
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String model_visual_groups_get() const;
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void model_visual_groups_set(const String &value);
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String texture_layers_get() const;
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void texture_layers_set(const String &value);
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//Diminishing Returns
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String dminishing_return_categories_get() const;
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void dminishing_return_categories_set(const String &value);
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float dminishing_return_length_get() const;
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void dminishing_return_length_set(const float value);
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int dminishing_return_steps_get() const;
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void dminishing_return_steps_set(const int value);
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//Levels/XP
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int get_max_character_level() const;
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int get_max_class_level() const;
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int get_character_xp(int current_level);
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void set_character_xp(int current_level, int value);
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bool can_character_level_up(int current_level);
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PoolIntArray get_character_xp_data();
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void set_character_xp_data(const PoolIntArray &data);
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int get_class_xp(int current_level);
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void set_class_xp(int current_level, int value);
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bool can_class_level_up(int current_level);
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PoolIntArray get_class_xp_data();
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void set_class_xp_data(const PoolIntArray &data);
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#ifdef TEXTURE_PACKER_PRESENT
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int get_texture_flags() const;
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void set_texture_flags(const int flags);
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int get_max_atlas_size() const;
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void set_max_atlas_size(const int size);
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bool get_keep_original_atlases() const;
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void set_keep_original_atlases(const bool value);
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Color get_background_color() const;
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void set_background_color(const Color &color);
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int get_margin() const;
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void set_margin(const int margin);
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#endif
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StringName get_default_ess_material_cache_class();
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void set_default_ess_material_cache_class(const StringName &cls_name);
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PoolStringArray material_paths_get() const;
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void material_paths_set(const PoolStringArray &array);
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void material_add(const Ref<Material> &value);
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Ref<Material> material_get(const int index);
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void material_set(const int index, const Ref<Material> &value);
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void material_remove(const int index);
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int material_get_num() const;
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void materials_clear();
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void materials_load();
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void ensure_materials_loaded();
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Vector<Variant> materials_get();
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void materials_set(const Vector<Variant> &materials);
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Ref<ESSMaterialCache> material_cache_get(const uint64_t key);
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void material_cache_unref(const uint64_t key);
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ESS();
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~ESS();
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protected:
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static void _bind_methods();
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private:
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bool _automatic_load;
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Ref<ESSResourceDB> _ess_resource_db;
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ESSEntitySpawner *_ess_entity_spawner;
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String _ess_resource_db_path;
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static ESS *instance;
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bool _use_spell_points;
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bool _scale_spells_by_default;
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bool _automatic_class_levelups;
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bool _use_global_class_level;
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bool _use_class_xp;
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bool _allow_class_spell_learning;
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bool _allow_class_recipe_learning;
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bool _auto_learn_spells;
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//Stats
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Vector<StringName> _stat_id_to_name;
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HashMap<StringName, int> _stat_name_to_id;
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Vector<StringName> _stat_id_to_property;
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HashMap<StringName, int> _stat_property_to_id;
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String _stat_enum_string;
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int _stat_main_stat_count;
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//Equipslots
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Vector<StringName> _equip_slot_id_to_name;
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HashMap<StringName, int> _equip_slot_name_to_id;
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Vector<StringName> _equip_slot_id_to_property;
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HashMap<StringName, int> _equip_slot_property_to_id;
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String _equip_slot_enum_string;
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//Entity Types
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String _entity_types;
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PoolStringArray _skeletons_bones;
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PoolStringArray _skeletons_bone_attachment_points;
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//Other
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String _model_visual_groups;
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String _texture_layers;
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//Diminishing Returns
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String _dminishing_return_categories;
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float _dminishing_return_length;
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int _dminishing_return_steps;
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//Levels/XP
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PoolIntArray _class_xps;
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PoolIntArray _character_xps;
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StringName _default_ess_material_cache_class;
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Mutex _material_cache_mutex;
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Map<uint64_t, Ref<ESSMaterialCache>> _material_cache;
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#ifdef TEXTURE_PACKER_PRESENT
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int _texture_flags;
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int _max_atlas_size;
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bool _keep_original_atlases;
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Color _background_color;
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int _margin;
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#endif
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PoolStringArray _material_paths;
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Vector<Ref<Material>> _materials;
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};
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#endif
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