pandemonium_engine/modules/entity_spell_system/singletons/ess.h

274 lines
7.2 KiB
C++

#ifndef ESS_H
#define ESS_H
#include "core/bind/core_bind.h"
#include "core/config/engine.h"
#include "core/object/object.h"
#include "core/object/resource.h"
#include "core/string/ustring.h"
#include "scene/main/node.h"
#include "../defines.h"
#include "modules/modules_enabled.gen.h"
class ESSResourceDB;
class ESSEntitySpawner;
class EntityCreateInfo;
class ESSMaterialCache;
class ESS : public Object {
GDCLASS(ESS, Object);
public:
static ESS *get_singleton();
bool get_use_spell_points() const;
void set_use_spell_points(const bool value);
bool get_scale_spells_by_default() const;
void set_scale_spells_by_default(const bool value);
bool get_automatic_load() const;
void set_automatic_load(const bool load);
bool get_load_folders() const;
void set_load_folders(const bool load);
bool get_use_class_xp() const;
void set_use_class_xp(const bool value);
bool get_allow_class_spell_learning() const;
void set_allow_class_spell_learning(const bool value);
bool get_allow_class_recipe_learning() const;
void set_allow_class_recipe_learning(const bool value);
int get_auto_learn_spells() const;
void set_auto_learn_spells(const int value);
Ref<ESSResourceDB> get_resource_db();
void set_resource_db(const Ref<ESSResourceDB> &resource_db);
ESSEntitySpawner *get_entity_spawner();
void set_entity_spawner(ESSEntitySpawner *spawner);
void set_entity_spawner_bind(Node *spawner);
String get_resource_db_path();
void set_resource_db_path(const String &path);
void request_entity_spawn(Ref<EntityCreateInfo> info);
void request_entity_spawn_deferred(Ref<EntityCreateInfo> info);
void load_resource_db();
Ref<Resource> load_resource(const String &path, const String &type_hint = "");
void load_all();
//Stats
String stat_get_string() const;
void stat_set_string(const String &stat_enum_string);
int stat_get_id(const StringName &name) const;
StringName stat_get_name(const int id) const;
int stat_get_property_id(const StringName &name) const;
StringName stat_get_property_name(const int id) const;
bool stat_is_property(const StringName &name) const;
int stat_get_count() const;
PoolStringArray stats_get() const;
void stats_set(const PoolStringArray &array);
int stat_get_main_stat_count() const;
void stat_set_main_stat_count(const int index);
//Equipslots
String equip_slot_get_string() const;
void equip_slot_set_string(const String &equip_slot_enum_string);
int equip_slot_get_id(const StringName &name) const;
StringName equip_slot_get_name(const int id) const;
int equip_slot_get_property_id(const StringName &name) const;
StringName equip_slot_get_property_name(const int id) const;
bool equip_slot_is_property(const StringName &name) const;
int equip_slot_get_count() const;
PoolStringArray equip_slots_get() const;
void equip_slots_set(const PoolStringArray &array);
//Skeletons
String entity_types_get() const;
void entity_types_set(const String &value);
String skeletons_bones_index_get(const int index) const;
int skeletons_bones_count();
PoolStringArray skeletons_bones_get() const;
void skeletons_bones_set(const PoolStringArray &value);
String skeletons_bone_attachment_index_get(const int index) const;
int skeletons_bone_attachments_count();
PoolStringArray skeletons_bone_attachment_points_get() const;
void skeletons_bone_attachment_points_set(const PoolStringArray &value);
//Other
String model_visual_groups_get() const;
void model_visual_groups_set(const String &value);
String texture_layers_get() const;
void texture_layers_set(const String &value);
//Diminishing Returns
String dminishing_return_categories_get() const;
void dminishing_return_categories_set(const String &value);
float dminishing_return_length_get() const;
void dminishing_return_length_set(const float value);
int dminishing_return_steps_get() const;
void dminishing_return_steps_set(const int value);
//Levels/XP
int get_max_character_level() const;
int get_max_class_level() const;
int get_character_xp(int current_level);
void set_character_xp(int current_level, int value);
bool can_character_level_up(int current_level);
PoolIntArray get_character_xp_data();
void set_character_xp_data(const PoolIntArray &data);
int get_class_xp(int current_level);
void set_class_xp(int current_level, int value);
bool can_class_level_up(int current_level);
PoolIntArray get_class_xp_data();
void set_class_xp_data(const PoolIntArray &data);
#ifdef MODULE_TEXTURE_PACKER_ENABLED
int get_texture_flags() const;
void set_texture_flags(const int flags);
int get_max_atlas_size() const;
void set_max_atlas_size(const int size);
bool get_keep_original_atlases() const;
void set_keep_original_atlases(const bool value);
Color get_background_color() const;
void set_background_color(const Color &color);
int get_margin() const;
void set_margin(const int margin);
#endif
StringName get_default_ess_material_cache_class();
void set_default_ess_material_cache_class(const StringName &cls_name);
PoolStringArray material_paths_get() const;
void material_paths_set(const PoolStringArray &array);
void material_add(const Ref<Material> &value);
Ref<Material> material_get(const int index);
void material_set(const int index, const Ref<Material> &value);
void material_remove(const int index);
int material_get_num() const;
void materials_clear();
void materials_load();
void ensure_materials_loaded();
Vector<Variant> materials_get();
void materials_set(const Vector<Variant> &materials);
Ref<ESSMaterialCache> material_cache_get(const uint64_t key);
void material_cache_unref(const uint64_t key);
ESS();
~ESS();
protected:
static void _bind_methods();
private:
bool _automatic_load;
Ref<ESSResourceDB> _ess_resource_db;
ESSEntitySpawner *_ess_entity_spawner;
String _ess_resource_db_path;
static ESS *instance;
bool _use_spell_points;
bool _scale_spells_by_default;
bool _automatic_class_levelups;
bool _use_global_class_level;
bool _use_class_xp;
bool _allow_class_spell_learning;
bool _allow_class_recipe_learning;
bool _auto_learn_spells;
//Stats
Vector<StringName> _stat_id_to_name;
HashMap<StringName, int> _stat_name_to_id;
Vector<StringName> _stat_id_to_property;
HashMap<StringName, int> _stat_property_to_id;
String _stat_enum_string;
int _stat_main_stat_count;
//Equipslots
Vector<StringName> _equip_slot_id_to_name;
HashMap<StringName, int> _equip_slot_name_to_id;
Vector<StringName> _equip_slot_id_to_property;
HashMap<StringName, int> _equip_slot_property_to_id;
String _equip_slot_enum_string;
//Entity Types
String _entity_types;
PoolStringArray _skeletons_bones;
PoolStringArray _skeletons_bone_attachment_points;
//Other
String _model_visual_groups;
String _texture_layers;
//Diminishing Returns
String _dminishing_return_categories;
float _dminishing_return_length;
int _dminishing_return_steps;
//Levels/XP
PoolIntArray _class_xps;
PoolIntArray _character_xps;
StringName _default_ess_material_cache_class;
Mutex _material_cache_mutex;
RBMap<uint64_t, Ref<ESSMaterialCache>> _material_cache;
#ifdef MODULE_TEXTURE_PACKER_ENABLED
int _texture_flags;
int _max_atlas_size;
bool _keep_original_atlases;
Color _background_color;
int _margin;
#endif
PoolStringArray _material_paths;
Vector<Ref<Material>> _materials;
};
#endif