pandemonium_engine/modules/entity_spell_system/entity_enums.h

250 lines
7.3 KiB
C++

#ifndef ENTITY_ENUMS_H
#define ENTITY_ENUMS_H
#include "core/object/object.h"
#include "core/string/ustring.h"
class EntityEnums : public Object {
GDCLASS(EntityEnums, Object);
public:
static const String BINDING_STRING_ENTITY_PLAYER_TYPES;
static const String BINDING_STRING_ENTITY_CONTOLLER;
static const String BINDING_STRING_ENTITY_FLAGS;
static const String BINDING_STRING_ENTITY_STATE_TYPES;
static const String BINDING_STRING_COMMON_CHARCATER_SKELETON_POINTS;
static const String BINDING_STRING_AI_STATES;
static const String BINDING_STRING_PET_STATES;
static const String BINDING_STRING_ENTITY_IMMUNITY_FLAGS;
static const String BINDING_STRING_ENTITY_RELATION_TYPE;
static const String BINDING_STRING_ENTITY_INTERACTION_TYPE;
static const String BINDING_STRING_ENTITY_PLAYSTYLE_TYPE;
static const String BINDING_STRING_ENTITY_WINDOWS;
static const String BINDING_STRING_ENTITY_ENTITY_RESOURCE_INDICES;
enum EntityPlayerType {
ENTITY_PLAYER_TYPE_NONE,
ENTITY_PLAYER_TYPE_PLAYER,
ENTITY_PLAYER_TYPE_NETWORKED,
ENTITY_PLAYER_TYPE_AI,
ENTITY_PLAYER_TYPE_DISPLAY,
};
enum EntityController {
ENITIY_CONTROLLER_NONE,
ENITIY_CONTROLLER_PLAYER,
ENITIY_CONTROLLER_AI
};
enum EntityFlags {
ENITIY_FLAGS_NONE = 0,
ENTITY_FLAGS_UNTARGETALBE = 1 << 0,
ENTITY_FLAGS_HIDDEN = 1 << 1,
ENTITY_FLAGS_INTERACTABLE = 1 << 2,
ENTITY_FLAGS_HOSTILE = 1 << 3,
};
enum EntityStateTypeFlags {
ENTITY_STATE_TYPE_FLAG_NONE = 0,
ENTITY_STATE_TYPE_FLAG_STUN = 1 << 0,
ENTITY_STATE_TYPE_FLAG_ROOT = 1 << 1,
ENTITY_STATE_TYPE_FLAG_FROZEN = 1 << 2,
ENTITY_STATE_TYPE_FLAG_SILENCED = 1 << 3,
ENTITY_STATE_TYPE_FLAG_DISORIENTED = 1 << 4,
ENTITY_STATE_TYPE_FLAG_FEARED = 1 << 5,
ENTITY_STATE_TYPE_FLAG_BURNING = 1 << 6,
ENTITY_STATE_TYPE_FLAG_COLD = 1 << 7,
ENTITY_STATE_TYPE_FLAG_CURSED = 1 << 8,
ENTITY_STATE_TYPE_FLAG_PACIFIED = 1 << 9,
};
enum EntityStateTypeIndexes {
ENTITY_STATE_TYPE_INDEX_NONE = 0,
ENTITY_STATE_TYPE_INDEX_STUN = 1,
ENTITY_STATE_TYPE_INDEX_ROOT = 2,
ENTITY_STATE_TYPE_INDEX_FROZEN = 3,
ENTITY_STATE_TYPE_INDEX_SILENCED = 4,
ENTITY_STATE_TYPE_INDEX_DISORIENTED = 5,
ENTITY_STATE_TYPE_INDEX_FEARED = 6,
ENTITY_STATE_TYPE_INDEX_BURNING = 7,
ENTITY_STATE_TYPE_INDEX_COLD = 8,
ENTITY_STATE_TYPE_INDEX_CURSED = 9,
ENTITY_STATE_TYPE_INDEX_PACIFIED = 10,
ENTITY_STATE_TYPE_INDEX_MAX = 11,
};
static EntityStateTypeFlags get_state_flag_for_index(int index) {
switch (index) {
case ENTITY_STATE_TYPE_INDEX_STUN:
return ENTITY_STATE_TYPE_FLAG_STUN;
case ENTITY_STATE_TYPE_INDEX_ROOT:
return ENTITY_STATE_TYPE_FLAG_ROOT;
case ENTITY_STATE_TYPE_INDEX_FROZEN:
return ENTITY_STATE_TYPE_FLAG_FROZEN;
case ENTITY_STATE_TYPE_INDEX_SILENCED:
return ENTITY_STATE_TYPE_FLAG_SILENCED;
case ENTITY_STATE_TYPE_INDEX_DISORIENTED:
return ENTITY_STATE_TYPE_FLAG_DISORIENTED;
case ENTITY_STATE_TYPE_INDEX_FEARED:
return ENTITY_STATE_TYPE_FLAG_FEARED;
case ENTITY_STATE_TYPE_INDEX_BURNING:
return ENTITY_STATE_TYPE_FLAG_BURNING;
case ENTITY_STATE_TYPE_INDEX_COLD:
return ENTITY_STATE_TYPE_FLAG_COLD;
case ENTITY_STATE_TYPE_INDEX_CURSED:
return ENTITY_STATE_TYPE_FLAG_CURSED;
case ENTITY_STATE_TYPE_INDEX_PACIFIED:
return ENTITY_STATE_TYPE_FLAG_PACIFIED;
}
return ENTITY_STATE_TYPE_FLAG_NONE;
}
enum EntityImmunityFlags {
ENTITY_IMMUNITY_FLAG_NONE = 0,
ENTITY_IMMUNITY_FLAG_STUN = 1 << 0,
ENTITY_IMMUNITY_FLAG_ROOT = 1 << 1,
ENTITY_IMMUNITY_FLAG_FREEZE = 1 << 2,
ENTITY_IMMUNITY_FLAG_SILENCE = 1 << 3,
ENTITY_IMMUNITY_FLAG_DISORIENT = 1 << 4,
ENTITY_IMMUNITY_FLAG_FEAR = 1 << 5,
ENTITY_IMMUNITY_FLAG_BURNING = 1 << 6,
ENTITY_IMMUNITY_FLAG_COLD = 1 << 7,
ENTITY_IMMUNITY_FLAG_PACIFY = 1 << 8,
ENTITY_IMMUNITY_FLAG_MAGIC = 1 << 9,
ENTITY_IMMUNITY_FLAG_POISON = 1 << 10,
ENTITY_IMMUNITY_FLAG_PHYSICAL = 1 << 11,
ENTITY_IMMUNITY_FLAG_CURSE = 1 << 12,
ENTITY_IMMUNITY_FLAG_BLEED = 1 << 13,
ENTITY_IMMUNITY_FLAG_MELEE = 1 << 14,
ENTITY_IMMUNITY_FLAG_HOLY = 1 << 15,
ENTITY_IMMUNITY_FLAG_SHADOW = 1 << 16,
ENTITY_IMMUNITY_FLAG_NATURE = 1 << 17,
ENTITY_IMMUNITY_FLAG_FIRE = 1 << 18,
ENTITY_IMMUNITY_FLAG_FROST = 1 << 19,
ENTITY_IMMUNITY_FLAG_LIGHTNING = 1 << 20,
ENTITY_IMMUNITY_FLAG_CHAOS = 1 << 21,
ENTITY_IMMUNITY_FLAG_SLOW = 1 << 22,
ENTITY_IMMUNITY_FLAG_CRIT = 1 << 23,
ENTITY_IMMUNITY_FLAG_AOE = 1 << 24,
ENTITY_IMMUNITY_FLAG_DAMAGE = 1 << 25,
ENTITY_IMMUNITY_FLAG_FALL_DAMAGE = 1 << 26,
ENTITY_IMMUNITY_FLAG_PROJECTILE = 1 << 27,
ENTITY_IMMUNITY_FLAG_DEBUFF = 1 << 28,
ENTITY_IMMUNITY_FLAG_ATTACKS = 1 << 29,
ENTITY_IMMUNITY_FLAG_DISPELL = 1 << 30,
};
enum CommonCharacterSkeletonPoints {
COMMON_SKELETON_POINT_ROOT = 0,
COMMON_SKELETON_POINT_PELVIS,
COMMON_SKELETON_POINT_SPINE,
COMMON_SKELETON_POINT_SPINE_1,
COMMON_SKELETON_POINT_SPINE_2,
COMMON_SKELETON_POINT_NECK,
COMMON_SKELETON_POINT_HEAD,
COMMON_SKELETON_POINT_TORSO,
COMMON_SKELETON_POINT_RIGHT_HIP,
COMMON_SKELETON_POINT_LEFT_HIP,
COMMON_SKELETON_POINT_BACK,
COMMON_SKELETON_POINT_LEFT_HAND,
COMMON_SKELETON_POINT_RIGHT_HAND,
COMMON_SKELETON_POINT_WEAPON_LEFT,
COMMON_SKELETON_POINT_WEAPON_RIGHT,
COMMON_SKELETON_POINT_WEAPON_LEFT_BACK,
COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK,
COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD,
COMMON_SKELETON_POINT_WEAPON_RIGHT_SHIELD,
COMMON_SKELETON_POINTS_MAX,
};
enum AIStates {
AI_STATE_OFF = 0,
AI_STATE_REST,
AI_STATE_PATROL,
AI_STATE_FOLLOW_PATH,
AI_STATE_REGENERATE,
AI_STATE_ATTACK,
AI_STATE_PET_OFF,
AI_STATE_PET_FOLLOW,
AI_STATE_PET_STOP,
AI_STATE_PET_ATTACK,
AI_STATE_MAX,
};
enum EntityRelationType {
ENTITY_RELATION_TYPE_NEUTRAL = 0,
ENTITY_RELATION_TYPE_FRIENDLY,
ENTITY_RELATION_TYPE_HOSTILE,
};
enum EntityInteractionType {
ENITIY_INTERACTION_TYPE_NORMAL = 0,
ENITIY_INTERACTION_TYPE_SPEAK,
ENITIY_INTERACTION_TYPE_LOOT,
ENITIY_INTERACTION_TYPE_USE,
ENITIY_INTERACTION_TYPE_TRAIN,
ENITIY_INTERACTION_TYPE_VENDOR,
ENITIY_INTERACTION_TYPE_NONE,
};
enum EntityClassPlaystyleType {
ENTITY_CLASS_PLAYSTYLE_TYPE_MELEE = 0,
ENTITY_CLASS_PLAYSTYLE_TYPE_SPELL,
ENTITY_CLASS_PLAYSTYLE_TYPE_HYBRID,
ENTITY_CLASS_PLAYSTYLE_TYPE_NONE,
};
enum EntityWindows {
ENTITY_WINDOW_LOOT = 0,
ENTITY_WINDOW_CONTAINER,
ENTITY_WINDOW_VENDOR,
ENTITY_WINDOW_TRAINER,
};
enum EntityResourceIndices {
ENTITY_RESOURCE_INDEX_HEALTH = 0,
ENTITY_RESOURCE_INDEX_SPEED = 1,
ENTITY_RESOURCE_INDEX_RESOURCES_BEGIN = 2,
};
enum {
BASE_XP = 50,
ENTITY_INTERACT_RANGE = 4,
ENTITY_INTERACT_RANGE_SQUARED = ENTITY_INTERACT_RANGE * ENTITY_INTERACT_RANGE,
};
EntityEnums() {}
protected:
static void _bind_methods();
};
VARIANT_ENUM_CAST(EntityEnums::EntityPlayerType);
VARIANT_ENUM_CAST(EntityEnums::EntityController);
VARIANT_ENUM_CAST(EntityEnums::EntityFlags);
VARIANT_ENUM_CAST(EntityEnums::EntityStateTypeFlags);
VARIANT_ENUM_CAST(EntityEnums::EntityStateTypeIndexes);
VARIANT_ENUM_CAST(EntityEnums::CommonCharacterSkeletonPoints);
VARIANT_ENUM_CAST(EntityEnums::AIStates);
VARIANT_ENUM_CAST(EntityEnums::EntityImmunityFlags);
VARIANT_ENUM_CAST(EntityEnums::EntityRelationType);
VARIANT_ENUM_CAST(EntityEnums::EntityInteractionType);
VARIANT_ENUM_CAST(EntityEnums::EntityClassPlaystyleType);
VARIANT_ENUM_CAST(EntityEnums::EntityWindows);
VARIANT_ENUM_CAST(EntityEnums::EntityResourceIndices);
#endif