mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-23 09:28:07 +01:00
180 lines
8.5 KiB
C++
180 lines
8.5 KiB
C++
/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "entity_enums.h"
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const String EntityEnums::BINDING_STRING_ENTITY_PLAYER_TYPES = "None,Player,Networked,AI,Display";
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const String EntityEnums::BINDING_STRING_ENTITY_CONTOLLER = "None,Player,AI";
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const String EntityEnums::BINDING_STRING_ENTITY_FLAGS = "Untargetable,Hidden,Interactable,Hostile";
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const String EntityEnums::BINDING_STRING_ENTITY_STATE_TYPES = "None,Stun,Root,Frozen,Silenced,Disoriented,Feared,Burning,Cold,Cursed,Pacified";
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const String EntityEnums::BINDING_STRING_COMMON_CHARCATER_SKELETON_POINTS = "Root,Pelvis,Spine,Spine 1,Spine 2,Neck,Head,Torso,Right Hip,Left Hip,Back,Left Hand,Right Hand,Weapon Left,Weapon Right,Weapon Left Back,Weapon Right Back,Weapon Left Shield,Weapon Right Shield";
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const String EntityEnums::BINDING_STRING_AI_STATES = "Off,Rest,Patrol,Follow Path,Regenerate,Attack,Pet Follow,Pet Stop,Pet Attack";
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const String EntityEnums::BINDING_STRING_ENTITY_IMMUNITY_FLAGS = "Stun,Root,Freeze,Silence,Disorient,Fear,Burning,Cold,Pacify,Magic,Poison,Physical,Curse,Bleed,Melee,Holy,Shadow,Nature,Fire,Frost,Lightning,Chaos,Slow,Crit,AOE,Damage,Fall Damage,Projectile,Debuff,Attacks";
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const String EntityEnums::BINDING_STRING_ENTITY_RELATION_TYPE = "Neutral,Friendly,Hostile";
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const String EntityEnums::BINDING_STRING_ENTITY_INTERACTION_TYPE = "Normal,Speak,Loot,Use,Train,Vendor,None";
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const String EntityEnums::BINDING_STRING_ENTITY_PLAYSTYLE_TYPE = "Melee,Spell,Hybrid,None";
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const String EntityEnums::BINDING_STRING_ENTITY_WINDOWS = "Loot,Container,Vendor,Trainer";
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const String EntityEnums::BINDING_STRING_ENTITY_ENTITY_RESOURCE_INDICES = "Health,Speed,Resources Begin";
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void EntityEnums::_bind_methods() {
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BIND_ENUM_CONSTANT(ENTITY_PLAYER_TYPE_NONE);
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BIND_ENUM_CONSTANT(ENTITY_PLAYER_TYPE_PLAYER);
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BIND_ENUM_CONSTANT(ENTITY_PLAYER_TYPE_NETWORKED);
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BIND_ENUM_CONSTANT(ENTITY_PLAYER_TYPE_AI);
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BIND_ENUM_CONSTANT(ENTITY_PLAYER_TYPE_DISPLAY);
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BIND_ENUM_CONSTANT(ENITIY_CONTROLLER_NONE);
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BIND_ENUM_CONSTANT(ENITIY_CONTROLLER_PLAYER);
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BIND_ENUM_CONSTANT(ENITIY_CONTROLLER_AI);
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BIND_ENUM_CONSTANT(ENITIY_FLAGS_NONE);
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BIND_ENUM_CONSTANT(ENTITY_FLAGS_UNTARGETALBE);
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BIND_ENUM_CONSTANT(ENTITY_FLAGS_HIDDEN);
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BIND_ENUM_CONSTANT(ENTITY_FLAGS_INTERACTABLE);
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BIND_ENUM_CONSTANT(ENTITY_FLAGS_HOSTILE);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_NONE);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_STUN);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_ROOT);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_FROZEN);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_SILENCED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_DISORIENTED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_FEARED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_BURNING);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_COLD);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_CURSED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_FLAG_PACIFIED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_NONE);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_STUN);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_ROOT);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_FROZEN);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_SILENCED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_DISORIENTED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_FEARED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_BURNING);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_COLD);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_CURSED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_PACIFIED);
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BIND_ENUM_CONSTANT(ENTITY_STATE_TYPE_INDEX_MAX);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_ROOT);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_PELVIS);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_SPINE);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_SPINE_1);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_SPINE_2);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_NECK);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_HEAD);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_TORSO);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_RIGHT_HIP);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_LEFT_HIP);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_BACK);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_LEFT_HAND);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_RIGHT_HAND);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_WEAPON_LEFT);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_WEAPON_RIGHT);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_WEAPON_LEFT_BACK);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_WEAPON_RIGHT_BACK);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_WEAPON_LEFT_SHIELD);
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BIND_ENUM_CONSTANT(COMMON_SKELETON_POINT_WEAPON_RIGHT_SHIELD);
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BIND_CONSTANT(COMMON_SKELETON_POINTS_MAX);
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BIND_ENUM_CONSTANT(AI_STATE_OFF);
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BIND_ENUM_CONSTANT(AI_STATE_REST);
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BIND_ENUM_CONSTANT(AI_STATE_PATROL);
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BIND_ENUM_CONSTANT(AI_STATE_FOLLOW_PATH);
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BIND_ENUM_CONSTANT(AI_STATE_REGENERATE);
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BIND_ENUM_CONSTANT(AI_STATE_ATTACK);
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BIND_ENUM_CONSTANT(AI_STATE_PET_FOLLOW);
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BIND_ENUM_CONSTANT(AI_STATE_PET_STOP);
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BIND_ENUM_CONSTANT(AI_STATE_PET_ATTACK);
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BIND_CONSTANT(AI_STATE_MAX);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_NONE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_STUN);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_ROOT);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FREEZE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_SILENCE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_DISORIENT);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FEAR);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_BURNING);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_COLD);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_PACIFY);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_MAGIC);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_POISON);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_PHYSICAL);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_CURSE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_BLEED);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_MELEE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_HOLY);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_SHADOW);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_NATURE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FIRE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FROST);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_LIGHTNING);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_CHAOS);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_SLOW);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_CRIT);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_AOE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_DAMAGE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_FALL_DAMAGE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_PROJECTILE);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_DEBUFF);
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BIND_ENUM_CONSTANT(ENTITY_IMMUNITY_FLAG_ATTACKS);
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BIND_ENUM_CONSTANT(ENTITY_RELATION_TYPE_NEUTRAL);
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BIND_ENUM_CONSTANT(ENTITY_RELATION_TYPE_FRIENDLY);
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BIND_ENUM_CONSTANT(ENTITY_RELATION_TYPE_HOSTILE);
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BIND_ENUM_CONSTANT(ENITIY_INTERACTION_TYPE_NORMAL);
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BIND_ENUM_CONSTANT(ENITIY_INTERACTION_TYPE_SPEAK);
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BIND_ENUM_CONSTANT(ENITIY_INTERACTION_TYPE_LOOT);
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BIND_ENUM_CONSTANT(ENITIY_INTERACTION_TYPE_TRAIN);
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BIND_ENUM_CONSTANT(ENITIY_INTERACTION_TYPE_VENDOR);
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BIND_ENUM_CONSTANT(ENITIY_INTERACTION_TYPE_USE);
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BIND_ENUM_CONSTANT(ENITIY_INTERACTION_TYPE_NONE);
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BIND_ENUM_CONSTANT(ENTITY_CLASS_PLAYSTYLE_TYPE_MELEE);
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BIND_ENUM_CONSTANT(ENTITY_CLASS_PLAYSTYLE_TYPE_SPELL);
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BIND_ENUM_CONSTANT(ENTITY_CLASS_PLAYSTYLE_TYPE_HYBRID);
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BIND_ENUM_CONSTANT(ENTITY_CLASS_PLAYSTYLE_TYPE_NONE);
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BIND_ENUM_CONSTANT(ENTITY_WINDOW_LOOT);
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BIND_ENUM_CONSTANT(ENTITY_WINDOW_CONTAINER);
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BIND_ENUM_CONSTANT(ENTITY_WINDOW_VENDOR);
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BIND_ENUM_CONSTANT(ENTITY_WINDOW_TRAINER);
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BIND_ENUM_CONSTANT(ENTITY_RESOURCE_INDEX_HEALTH);
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BIND_ENUM_CONSTANT(ENTITY_RESOURCE_INDEX_SPEED);
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BIND_ENUM_CONSTANT(ENTITY_RESOURCE_INDEX_RESOURCES_BEGIN);
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BIND_CONSTANT(BASE_XP);
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BIND_CONSTANT(ENTITY_INTERACT_RANGE);
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BIND_CONSTANT(ENTITY_INTERACT_RANGE_SQUARED);
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}
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