mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-24 04:46:48 +01:00
137 lines
4.7 KiB
C++
137 lines
4.7 KiB
C++
#ifndef ENTITY_AI_H
|
|
#define ENTITY_AI_H
|
|
/*
|
|
Copyright (c) 2019-2022 Péter Magyar
|
|
|
|
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 "core/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
|