mirror of
https://github.com/Relintai/pandemonium_engine.git
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147 lines
5.9 KiB
C++
147 lines
5.9 KiB
C++
#ifndef ENTITY_AI_H
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#define ENTITY_AI_H
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/*************************************************************************/
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/* entity_ai.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/object/resource.h"
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#include "scene/main/node.h"
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#include "../../entity_enums.h"
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class AuraData;
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class SpellHealInfo;
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class SpellDamageInfo;
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class SpellCastInfo;
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class ItemInstance;
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class EntityResource;
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class Entity;
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class EntityAI : public Resource {
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GDCLASS(EntityAI, Resource);
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public:
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bool get_enabled();
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void set_enabled(bool value);
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void set_owner(Entity *entity);
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void set_owner_bind(Node *entity);
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Entity *get_owner();
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Vector<int> get_spec_distribution();
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void set_spec_distribution(Vector<int> data);
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int get_spec_variance();
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void set_spec_variance(int value);
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EntityEnums::AIStates get_state();
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void set_state(EntityEnums::AIStates state);
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EntityEnums::AIStates get_force_state();
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void set_force_state(EntityEnums::AIStates state);
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void set_editor_description(const String &p_editor_description);
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String get_editor_description() const;
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void update(float delta);
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void pet_update(float delta);
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void move(float delta);
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void pet_move(float delta);
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void _on_set_owner();
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//// Spell System ////
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void start_casting(int spell_id, Entity *caster, float spellScale);
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void notification_saura(int what, Ref<AuraData> data);
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void notification_sheal(int what, Ref<SpellHealInfo> info);
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void notification_scast(int what, Ref<SpellCastInfo> info);
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void notification_sdamage(int what, Ref<SpellDamageInfo> info);
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void notification_sdeath(Entity *entity);
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void notification_sdeath_bind(Node *entity);
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void notification_scooldown_added(int id, float value);
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void notification_scooldown_removed(int id, float value);
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void notification_scategory_cooldown_added(int id, float value);
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void notification_scategory_cooldown_removed(int id, float value);
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void notification_sgcd_started(Entity *entity, float gcd);
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void notification_sgcd_finished(Entity *entity);
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void notification_sgcd_started_bind(Node *entity, float gcd);
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void notification_sgcd_finished_bind(Node *entity);
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void notification_sxp_gained(Entity *entity, int value);
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void notification_sxp_gained_bind(Node *entity, int value);
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void notification_slevel_up(Entity *entity, int value);
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void notification_slevel_up_bind(Node *entity, int value);
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void notification_sentity_resource_added(Ref<EntityResource> resource);
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void notification_sentity_resource_removed(Ref<EntityResource> resource);
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//Equipment
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bool equip_should_deny(Entity *entity, int equip_slot, Ref<ItemInstance> item);
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bool equip_should_deny_bind(Node *entity, int equip_slot, Ref<ItemInstance> item);
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void equip_son_success(Entity *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
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void equip_son_success_bind(Node *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
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void equip_son_fail(Entity *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
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void equip_son_fail_bind(Node *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
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void equip_con_success(Entity *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
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void equip_con_success_bind(Node *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
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void equip_con_fail(Entity *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
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void equip_con_fail_bind(Node *entity, int equip_slot, Ref<ItemInstance> item, Ref<ItemInstance> old_item, int bag_slot);
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EntityAI();
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~EntityAI();
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protected:
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static void _bind_methods();
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private:
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bool _enabled;
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Entity *_owner;
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Vector<int> _spec_distribution;
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int _spec_variance;
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EntityEnums::AIStates _state;
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EntityEnums::AIStates _force_state;
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};
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#endif
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