pandemonium_engine/modules/entity_spell_system/entities/data/entity_data.h

158 lines
5.1 KiB
C++

#ifndef ENTITY_DATA_H
#define ENTITY_DATA_H
/*************************************************************************/
/* entity_data.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/containers/vector.h"
#include "core/object/resource.h"
#include "core/string/ustring.h"
#include "scene/resources/texture.h"
#include "../../entity_enums.h"
#include "../../entities/auras/aura_data.h"
#include "../../pipelines/spell_damage_info.h"
#include "../../pipelines/spell_heal_info.h"
#include "../../data/loot/loot_data_base.h"
#include "entity_class_data.h"
#include "../../data/items/equipment_data.h"
#include "../ai/entity_ai.h"
class Spell;
class Entity;
class CharacterSpec;
class Entity;
class SpellCastInfo;
class AIAction;
class CraftRecipe;
class EntitySpeciesData;
class SpeciesInstance;
class EntityData : public Resource {
GDCLASS(EntityData, Resource);
public:
int get_id() const;
void set_id(const int value);
String get_text_description() const;
void set_text_description(const String value);
EntityEnums::EntityInteractionType get_entity_interaction_type() const;
void set_entity_interaction_type(const EntityEnums::EntityInteractionType value);
bool get_is_playable() const;
void set_is_playable(const bool value);
int get_immunity_flags() const;
void set_immunity_flags(const int value);
int get_entity_flags() const;
void set_entity_flags(const int value);
int get_money() const;
void set_money(const int value);
int get_bag_size() const;
void set_bag_size(const int value);
Ref<EntitySpeciesData> get_entity_species_data() const;
void set_entity_species_data(const Ref<EntitySpeciesData> &value);
Ref<EntityClassData> get_entity_class_data() const;
void set_entity_class_data(const Ref<EntityClassData> &data);
Ref<EquipmentData> get_equipment_data() const;
void set_equipment_data(const Ref<EquipmentData> &data);
Ref<SpeciesInstance> get_species_instance() const;
void set_species_instance(const Ref<SpeciesInstance> &value);
Ref<EntityAI> get_ai() const;
void set_ai(const Ref<EntityAI> &ai);
Ref<EntityAI> get_ai_instance();
Ref<EntityAI> _get_ai_instance();
Ref<LootDataBase> get_loot_db() const;
void set_loot_db(const Ref<LootDataBase> &data);
String generate_name();
//Setup
void setup_resources(Entity *entity);
//// Interactions ////
bool cans_interact(Entity *entity);
bool cans_interact_bind(Node *entity);
void sinteract(Entity *entity);
void sinteract_bind(Node *entity);
EntityData();
~EntityData();
protected:
void _validate_property(PropertyInfo &property) const;
static void _bind_methods();
private:
int _id;
EntityEnums::EntityInteractionType _interaction_type;
bool _is_playable;
int _immunity_flags;
int _entity_flags;
String _text_description;
int _money;
int _bag_size;
Ref<EntityClassData> _entity_class_data;
Ref<EntitySpeciesData> _entity_species_data;
Ref<EquipmentData> _equipment_data;
Ref<SpeciesInstance> _species_instance;
Ref<EntityAI> _ai;
Ref<LootDataBase> _lootdb;
};
#endif