mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-21 03:16:54 +01:00
344 lines
12 KiB
C++
344 lines
12 KiB
C++
/*
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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 "entity_data.h"
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#include "../../data/spells/spell.h"
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#include "../../infos/spell_cast_info.h"
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#include "../entity.h"
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#include "character_spec.h"
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#include "../../data/species/entity_species_data.h"
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#include "../../data/species/species_instance.h"
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#include "../../singletons/ess.h"
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#include "../../defines.h"
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int EntityData::get_id() const {
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return _id;
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}
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void EntityData::set_id(int value) {
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_id = value;
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}
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String EntityData::get_text_description() const {
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return _text_description;
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}
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void EntityData::set_text_description(String value) {
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_text_description = value;
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}
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EntityEnums::EntityInteractionType EntityData::get_entity_interaction_type() const {
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return _interaction_type;
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}
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void EntityData::set_entity_interaction_type(EntityEnums::EntityInteractionType value) {
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_interaction_type = value;
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}
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bool EntityData::get_is_playable() const {
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return _is_playable;
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}
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void EntityData::set_is_playable(const bool value) {
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_is_playable = value;
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}
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int EntityData::get_immunity_flags() const {
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return _immunity_flags;
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}
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void EntityData::set_immunity_flags(const int value) {
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_immunity_flags = value;
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}
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int EntityData::get_entity_flags() const {
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return _entity_flags;
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}
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void EntityData::set_entity_flags(const int value) {
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_entity_flags = value;
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}
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int EntityData::get_money() const {
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return _money;
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}
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void EntityData::set_money(const int value) {
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_money = value;
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}
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int EntityData::get_bag_size() const {
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return _bag_size;
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}
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void EntityData::set_bag_size(const int value) {
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_bag_size = value;
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}
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Ref<EntitySpeciesData> EntityData::get_entity_species_data() const {
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return _entity_species_data;
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}
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void EntityData::set_entity_species_data(const Ref<EntitySpeciesData> &value) {
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_entity_species_data = value;
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}
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Ref<EntityClassData> EntityData::get_entity_class_data() const {
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return _entity_class_data;
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}
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void EntityData::set_entity_class_data(const Ref<EntityClassData> &data) {
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_entity_class_data = data;
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}
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Ref<EquipmentData> EntityData::get_equipment_data() const {
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return _equipment_data;
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}
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void EntityData::set_equipment_data(const Ref<EquipmentData> &data) {
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_equipment_data = data;
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}
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Ref<SpeciesInstance> EntityData::get_species_instance() const {
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return _species_instance;
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}
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void EntityData::set_species_instance(const Ref<SpeciesInstance> &value) {
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_species_instance = value;
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}
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Ref<EntityAI> EntityData::get_ai() const {
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return _ai;
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}
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void EntityData::set_ai(const Ref<EntityAI> &ai) {
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_ai = ai;
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}
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Ref<EntityAI> EntityData::get_ai_instance() {
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return call("_get_ai_instance");
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}
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Ref<EntityAI> EntityData::_get_ai_instance() {
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if (_ai.is_valid()) {
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return _ai->duplicate();
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}
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Ref<EntityClassData> ecd = get_entity_class_data();
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if (ecd.is_valid()) {
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return ecd->get_ai_instance();
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}
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Ref<EntityAI> ai;
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ai.instance();
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return ai;
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}
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Ref<LootDataBase> EntityData::get_loot_db() const {
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return _lootdb;
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}
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void EntityData::set_loot_db(const Ref<LootDataBase> &lootdb) {
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_lootdb = lootdb;
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}
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//void EntityData::_setup_resources(Entity *entity) {
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//}
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/*
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Vector<int> EntityData::get_mob_party_ids() {
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return _mob_party_ids;
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}
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void EntityData::set_mob_party_ids(Vector<int> ids) {
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//specs;
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}
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Vector<int> EntityData::get_mob_dislike_ids() {
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return _mob_dislike_ids;
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}
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void EntityData::set_mob_dislike_ids(Vector<int> ids) {
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//specs;
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}
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*/
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/*
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int EntityData::get_inspector_max_spells() {
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return _inspector_max_spells;
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}
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void EntityData::set_inspector_max_spells(int value) {
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_inspector_max_spells = value;
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}*/
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String EntityData::generate_name() {
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if (has_method("_generate_name")) {
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return call("_generate_name");
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}
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return get_name();
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}
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//// SETUP ////
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void EntityData::setup_resources(Entity *entity) {
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ERR_FAIL_COND(!ObjectDB::instance_validate(entity));
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if (_entity_class_data.is_valid())
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_entity_class_data->setup_resources(entity);
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if (has_method("_setup_resources"))
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call("_setup_resources", entity);
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}
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bool EntityData::cans_interact(Entity *entity) {
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ERR_FAIL_COND_V(!ObjectDB::instance_validate(entity), false);
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if (has_method("_cans_interact"))
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return call("_cans_interact", entity);
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return false;
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}
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bool EntityData::cans_interact_bind(Node *entity) {
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ERR_FAIL_COND_V(!ObjectDB::instance_validate(entity), false);
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Entity *e = Object::cast_to<Entity>(entity);
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ERR_FAIL_COND_V(e == NULL, false);
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return cans_interact(e);
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}
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void EntityData::sinteract(Entity *entity) {
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ERR_FAIL_COND(!ObjectDB::instance_validate(entity));
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if (has_method("_sinteract"))
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call("_sinteract", entity);
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}
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void EntityData::sinteract_bind(Node *entity) {
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ERR_FAIL_COND(!ObjectDB::instance_validate(entity));
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Entity *e = Object::cast_to<Entity>(entity);
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ERR_FAIL_COND(e == NULL);
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sinteract(e);
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}
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EntityData::EntityData() {
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_id = 0;
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_money = 0;
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_bag_size = 0;
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_is_playable = false;
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_interaction_type = EntityEnums::ENITIY_INTERACTION_TYPE_NORMAL;
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_immunity_flags = 0;
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_entity_flags = 0;
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}
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EntityData::~EntityData() {
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_entity_class_data.unref();
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_entity_species_data.unref();
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_equipment_data.unref();
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_species_instance.unref();
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_ai.unref();
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_lootdb.unref();
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}
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void EntityData::_validate_property(PropertyInfo &property) const {
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if (property.name == "entity_type") {
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property.hint_string = ESS::get_singleton()->entity_types_get();
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}
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}
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void EntityData::_bind_methods() {
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//Interactions
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "can"), "_cans_interact", PropertyInfo(Variant::OBJECT, "entity", PROPERTY_HINT_RESOURCE_TYPE, "Entity")));
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BIND_VMETHOD(MethodInfo("_sinteract", PropertyInfo(Variant::OBJECT, "entity", PROPERTY_HINT_RESOURCE_TYPE, "Entity")));
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ClassDB::bind_method(D_METHOD("cans_interact", "entity"), &EntityData::cans_interact_bind);
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ClassDB::bind_method(D_METHOD("sinteract", "entity"), &EntityData::sinteract_bind);
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ClassDB::bind_method(D_METHOD("get_id"), &EntityData::get_id);
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ClassDB::bind_method(D_METHOD("set_id", "value"), &EntityData::set_id);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id");
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ClassDB::bind_method(D_METHOD("get_entity_interaction_type"), &EntityData::get_entity_interaction_type);
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ClassDB::bind_method(D_METHOD("set_entity_interaction_type", "value"), &EntityData::set_entity_interaction_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "entity_interaction_type", PROPERTY_HINT_ENUM, EntityEnums::BINDING_STRING_ENTITY_INTERACTION_TYPE), "set_entity_interaction_type", "get_entity_interaction_type");
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ClassDB::bind_method(D_METHOD("get_is_playable"), &EntityData::get_is_playable);
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ClassDB::bind_method(D_METHOD("set_is_playable", "value"), &EntityData::set_is_playable);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_playable"), "set_is_playable", "get_is_playable");
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "text_name"), "set_name", "get_name");
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ClassDB::bind_method(D_METHOD("get_text_description"), &EntityData::get_text_description);
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ClassDB::bind_method(D_METHOD("set_text_description", "value"), &EntityData::set_text_description);
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "text_description"), "set_text_description", "get_text_description");
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ClassDB::bind_method(D_METHOD("get_money"), &EntityData::get_money);
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ClassDB::bind_method(D_METHOD("set_money", "value"), &EntityData::set_money);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "money"), "set_money", "get_money");
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ClassDB::bind_method(D_METHOD("get_bag_size"), &EntityData::get_bag_size);
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ClassDB::bind_method(D_METHOD("set_bag_size", "value"), &EntityData::set_bag_size);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "bag_size"), "set_bag_size", "get_bag_size");
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ClassDB::bind_method(D_METHOD("get_entity_species_data"), &EntityData::get_entity_species_data);
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ClassDB::bind_method(D_METHOD("set_entity_species_data", "value"), &EntityData::set_entity_species_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "entity_species_data", PROPERTY_HINT_RESOURCE_TYPE, "EntitySpeciesData"), "set_entity_species_data", "get_entity_species_data");
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ClassDB::bind_method(D_METHOD("get_entity_class_data"), &EntityData::get_entity_class_data);
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ClassDB::bind_method(D_METHOD("set_entity_class_data", "value"), &EntityData::set_entity_class_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "entity_class_data", PROPERTY_HINT_RESOURCE_TYPE, "EntityClassData"), "set_entity_class_data", "get_entity_class_data");
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ClassDB::bind_method(D_METHOD("get_equipment_data"), &EntityData::get_equipment_data);
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ClassDB::bind_method(D_METHOD("set_equipment_data", "value"), &EntityData::set_equipment_data);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "equipment_data", PROPERTY_HINT_RESOURCE_TYPE, "EquipmentData"), "set_equipment_data", "get_equipment_data");
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ClassDB::bind_method(D_METHOD("get_species_instance"), &EntityData::get_species_instance);
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ClassDB::bind_method(D_METHOD("set_species_instance", "value"), &EntityData::set_species_instance);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "species_instance", PROPERTY_HINT_RESOURCE_TYPE, "SpeciesInstance"), "set_species_instance", "get_species_instance");
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//AI
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "EntityAI"), "_get_ai_instance"));
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ClassDB::bind_method(D_METHOD("get_ai"), &EntityData::get_ai);
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ClassDB::bind_method(D_METHOD("set_ai", "value"), &EntityData::set_ai);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "ai", PROPERTY_HINT_RESOURCE_TYPE, "EntityAI"), "set_ai", "get_ai");
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ClassDB::bind_method(D_METHOD("get_ai_instance"), &EntityData::get_ai_instance);
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ClassDB::bind_method(D_METHOD("_get_ai_instance"), &EntityData::_get_ai_instance);
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// Loot DB
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ClassDB::bind_method(D_METHOD("get_loot_db"), &EntityData::get_loot_db);
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ClassDB::bind_method(D_METHOD("set_loot_db", "value"), &EntityData::set_loot_db);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "loot_db", PROPERTY_HINT_RESOURCE_TYPE, "LootDataBase"), "set_loot_db", "get_loot_db");
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ClassDB::bind_method(D_METHOD("generate_name"), &EntityData::generate_name);
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BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::STRING, "name"), "_generate_name"));
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ADD_GROUP("Immunities", "immunity");
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ClassDB::bind_method(D_METHOD("get_immunity_flags"), &EntityData::get_immunity_flags);
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ClassDB::bind_method(D_METHOD("set_immunity_flags", "value"), &EntityData::set_immunity_flags);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "immunity_flags", PROPERTY_HINT_FLAGS, EntityEnums::BINDING_STRING_ENTITY_IMMUNITY_FLAGS), "set_immunity_flags", "get_immunity_flags");
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ADD_GROUP("Entity Flags", "entity_flags");
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ClassDB::bind_method(D_METHOD("get_entity_flags"), &EntityData::get_entity_flags);
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ClassDB::bind_method(D_METHOD("set_entity_flags", "value"), &EntityData::set_entity_flags);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "entity_flags", PROPERTY_HINT_FLAGS, EntityEnums::BINDING_STRING_ENTITY_FLAGS), "set_entity_flags", "get_entity_flags");
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}
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