pandemonium_engine/modules/entity_spell_system/entities/ai/entity_ai.h

117 lines
3.7 KiB
C++

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