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

353 lines
13 KiB
C++

/*************************************************************************/
/* entity_data.cpp */
/*************************************************************************/
/* 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 "entity_data.h"
#include "../../data/spells/spell.h"
#include "../../infos/spell_cast_info.h"
#include "../entity.h"
#include "character_spec.h"
#include "../../data/species/entity_species_data.h"
#include "../../data/species/species_instance.h"
#include "../../singletons/ess.h"
#include "../../defines.h"
int EntityData::get_id() const {
return _id;
}
void EntityData::set_id(int value) {
_id = value;
}
String EntityData::get_text_description() const {
return _text_description;
}
void EntityData::set_text_description(String value) {
_text_description = value;
}
EntityEnums::EntityInteractionType EntityData::get_entity_interaction_type() const {
return _interaction_type;
}
void EntityData::set_entity_interaction_type(EntityEnums::EntityInteractionType value) {
_interaction_type = value;
}
bool EntityData::get_is_playable() const {
return _is_playable;
}
void EntityData::set_is_playable(const bool value) {
_is_playable = value;
}
int EntityData::get_immunity_flags() const {
return _immunity_flags;
}
void EntityData::set_immunity_flags(const int value) {
_immunity_flags = value;
}
int EntityData::get_entity_flags() const {
return _entity_flags;
}
void EntityData::set_entity_flags(const int value) {
_entity_flags = value;
}
int EntityData::get_money() const {
return _money;
}
void EntityData::set_money(const int value) {
_money = value;
}
int EntityData::get_bag_size() const {
return _bag_size;
}
void EntityData::set_bag_size(const int value) {
_bag_size = value;
}
Ref<EntitySpeciesData> EntityData::get_entity_species_data() const {
return _entity_species_data;
}
void EntityData::set_entity_species_data(const Ref<EntitySpeciesData> &value) {
_entity_species_data = value;
}
Ref<EntityClassData> EntityData::get_entity_class_data() const {
return _entity_class_data;
}
void EntityData::set_entity_class_data(const Ref<EntityClassData> &data) {
_entity_class_data = data;
}
Ref<EquipmentData> EntityData::get_equipment_data() const {
return _equipment_data;
}
void EntityData::set_equipment_data(const Ref<EquipmentData> &data) {
_equipment_data = data;
}
Ref<SpeciesInstance> EntityData::get_species_instance() const {
return _species_instance;
}
void EntityData::set_species_instance(const Ref<SpeciesInstance> &value) {
_species_instance = value;
}
Ref<EntityAI> EntityData::get_ai() const {
return _ai;
}
void EntityData::set_ai(const Ref<EntityAI> &ai) {
_ai = ai;
}
Ref<EntityAI> EntityData::get_ai_instance() {
return call("_get_ai_instance");
}
Ref<EntityAI> EntityData::_get_ai_instance() {
if (_ai.is_valid()) {
return _ai->duplicate();
}
Ref<EntityClassData> ecd = get_entity_class_data();
if (ecd.is_valid()) {
return ecd->get_ai_instance();
}
Ref<EntityAI> ai;
ai.instance();
return ai;
}
Ref<LootDataBase> EntityData::get_loot_db() const {
return _lootdb;
}
void EntityData::set_loot_db(const Ref<LootDataBase> &lootdb) {
_lootdb = lootdb;
}
//void EntityData::_setup_resources(Entity *entity) {
//}
/*
Vector<int> EntityData::get_mob_party_ids() {
return _mob_party_ids;
}
void EntityData::set_mob_party_ids(Vector<int> ids) {
//specs;
}
Vector<int> EntityData::get_mob_dislike_ids() {
return _mob_dislike_ids;
}
void EntityData::set_mob_dislike_ids(Vector<int> ids) {
//specs;
}
*/
/*
int EntityData::get_inspector_max_spells() {
return _inspector_max_spells;
}
void EntityData::set_inspector_max_spells(int value) {
_inspector_max_spells = value;
}*/
String EntityData::generate_name() {
if (has_method("_generate_name")) {
return call("_generate_name");
}
return get_name();
}
//// SETUP ////
void EntityData::setup_resources(Entity *entity) {
ERR_FAIL_COND(!ObjectDB::instance_validate(entity));
if (_entity_class_data.is_valid())
_entity_class_data->setup_resources(entity);
if (has_method("_setup_resources"))
call("_setup_resources", entity);
}
bool EntityData::cans_interact(Entity *entity) {
ERR_FAIL_COND_V(!ObjectDB::instance_validate(entity), false);
if (has_method("_cans_interact"))
return call("_cans_interact", entity);
return false;
}
bool EntityData::cans_interact_bind(Node *entity) {
ERR_FAIL_COND_V(!ObjectDB::instance_validate(entity), false);
Entity *e = Object::cast_to<Entity>(entity);
ERR_FAIL_COND_V(e == NULL, false);
return cans_interact(e);
}
void EntityData::sinteract(Entity *entity) {
ERR_FAIL_COND(!ObjectDB::instance_validate(entity));
if (has_method("_sinteract"))
call("_sinteract", entity);
}
void EntityData::sinteract_bind(Node *entity) {
ERR_FAIL_COND(!ObjectDB::instance_validate(entity));
Entity *e = Object::cast_to<Entity>(entity);
ERR_FAIL_COND(e == NULL);
sinteract(e);
}
EntityData::EntityData() {
_id = 0;
_money = 0;
_bag_size = 0;
_is_playable = false;
_interaction_type = EntityEnums::ENITIY_INTERACTION_TYPE_NORMAL;
_immunity_flags = 0;
_entity_flags = 0;
}
EntityData::~EntityData() {
_entity_class_data.unref();
_entity_species_data.unref();
_equipment_data.unref();
_species_instance.unref();
_ai.unref();
_lootdb.unref();
}
void EntityData::_validate_property(PropertyInfo &property) const {
if (property.name == "entity_type") {
property.hint_string = ESS::get_singleton()->entity_types_get();
}
}
void EntityData::_bind_methods() {
//Interactions
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "can"), "_cans_interact", PropertyInfo(Variant::OBJECT, "entity", PROPERTY_HINT_RESOURCE_TYPE, "Entity")));
BIND_VMETHOD(MethodInfo("_sinteract", PropertyInfo(Variant::OBJECT, "entity", PROPERTY_HINT_RESOURCE_TYPE, "Entity")));
ClassDB::bind_method(D_METHOD("cans_interact", "entity"), &EntityData::cans_interact_bind);
ClassDB::bind_method(D_METHOD("sinteract", "entity"), &EntityData::sinteract_bind);
ClassDB::bind_method(D_METHOD("get_id"), &EntityData::get_id);
ClassDB::bind_method(D_METHOD("set_id", "value"), &EntityData::set_id);
ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id");
ClassDB::bind_method(D_METHOD("get_entity_interaction_type"), &EntityData::get_entity_interaction_type);
ClassDB::bind_method(D_METHOD("set_entity_interaction_type", "value"), &EntityData::set_entity_interaction_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "entity_interaction_type", PROPERTY_HINT_ENUM, EntityEnums::BINDING_STRING_ENTITY_INTERACTION_TYPE), "set_entity_interaction_type", "get_entity_interaction_type");
ClassDB::bind_method(D_METHOD("get_is_playable"), &EntityData::get_is_playable);
ClassDB::bind_method(D_METHOD("set_is_playable", "value"), &EntityData::set_is_playable);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_playable"), "set_is_playable", "get_is_playable");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "text_name"), "set_name", "get_name");
ClassDB::bind_method(D_METHOD("get_text_description"), &EntityData::get_text_description);
ClassDB::bind_method(D_METHOD("set_text_description", "value"), &EntityData::set_text_description);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "text_description"), "set_text_description", "get_text_description");
ClassDB::bind_method(D_METHOD("get_money"), &EntityData::get_money);
ClassDB::bind_method(D_METHOD("set_money", "value"), &EntityData::set_money);
ADD_PROPERTY(PropertyInfo(Variant::INT, "money"), "set_money", "get_money");
ClassDB::bind_method(D_METHOD("get_bag_size"), &EntityData::get_bag_size);
ClassDB::bind_method(D_METHOD("set_bag_size", "value"), &EntityData::set_bag_size);
ADD_PROPERTY(PropertyInfo(Variant::INT, "bag_size"), "set_bag_size", "get_bag_size");
ClassDB::bind_method(D_METHOD("get_entity_species_data"), &EntityData::get_entity_species_data);
ClassDB::bind_method(D_METHOD("set_entity_species_data", "value"), &EntityData::set_entity_species_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "entity_species_data", PROPERTY_HINT_RESOURCE_TYPE, "EntitySpeciesData"), "set_entity_species_data", "get_entity_species_data");
ClassDB::bind_method(D_METHOD("get_entity_class_data"), &EntityData::get_entity_class_data);
ClassDB::bind_method(D_METHOD("set_entity_class_data", "value"), &EntityData::set_entity_class_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "entity_class_data", PROPERTY_HINT_RESOURCE_TYPE, "EntityClassData"), "set_entity_class_data", "get_entity_class_data");
ClassDB::bind_method(D_METHOD("get_equipment_data"), &EntityData::get_equipment_data);
ClassDB::bind_method(D_METHOD("set_equipment_data", "value"), &EntityData::set_equipment_data);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "equipment_data", PROPERTY_HINT_RESOURCE_TYPE, "EquipmentData"), "set_equipment_data", "get_equipment_data");
ClassDB::bind_method(D_METHOD("get_species_instance"), &EntityData::get_species_instance);
ClassDB::bind_method(D_METHOD("set_species_instance", "value"), &EntityData::set_species_instance);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "species_instance", PROPERTY_HINT_RESOURCE_TYPE, "SpeciesInstance"), "set_species_instance", "get_species_instance");
//AI
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "EntityAI"), "_get_ai_instance"));
ClassDB::bind_method(D_METHOD("get_ai"), &EntityData::get_ai);
ClassDB::bind_method(D_METHOD("set_ai", "value"), &EntityData::set_ai);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "ai", PROPERTY_HINT_RESOURCE_TYPE, "EntityAI"), "set_ai", "get_ai");
ClassDB::bind_method(D_METHOD("get_ai_instance"), &EntityData::get_ai_instance);
ClassDB::bind_method(D_METHOD("_get_ai_instance"), &EntityData::_get_ai_instance);
// Loot DB
ClassDB::bind_method(D_METHOD("get_loot_db"), &EntityData::get_loot_db);
ClassDB::bind_method(D_METHOD("set_loot_db", "value"), &EntityData::set_loot_db);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "loot_db", PROPERTY_HINT_RESOURCE_TYPE, "LootDataBase"), "set_loot_db", "get_loot_db");
ClassDB::bind_method(D_METHOD("generate_name"), &EntityData::generate_name);
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::STRING, "name"), "_generate_name"));
ADD_GROUP("Immunities", "immunity");
ClassDB::bind_method(D_METHOD("get_immunity_flags"), &EntityData::get_immunity_flags);
ClassDB::bind_method(D_METHOD("set_immunity_flags", "value"), &EntityData::set_immunity_flags);
ADD_PROPERTY(PropertyInfo(Variant::INT, "immunity_flags", PROPERTY_HINT_FLAGS, EntityEnums::BINDING_STRING_ENTITY_IMMUNITY_FLAGS), "set_immunity_flags", "get_immunity_flags");
ADD_GROUP("Entity Flags", "entity_flags");
ClassDB::bind_method(D_METHOD("get_entity_flags"), &EntityData::get_entity_flags);
ClassDB::bind_method(D_METHOD("set_entity_flags", "value"), &EntityData::set_entity_flags);
ADD_PROPERTY(PropertyInfo(Variant::INT, "entity_flags", PROPERTY_HINT_FLAGS, EntityEnums::BINDING_STRING_ENTITY_FLAGS), "set_entity_flags", "get_entity_flags");
}