osb/source/game/scripting/StarStatusControllerLuaBindings.hpp

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#pragma once
2023-06-20 04:33:09 +00:00
#include "StarLua.hpp"
#include "StarEntity.hpp"
namespace Star {
STAR_CLASS(StatusController);
namespace LuaBindings {
LuaCallbacks makeStatusControllerCallbacks(StatusController* statController);
namespace StatusControllerCallbacks {
Json statusProperty(StatusController* statController, String const& arg1, Json const& arg2);
void setStatusProperty(StatusController* statController, String const& arg1, Json const& arg2);
float stat(StatusController* statController, String const& arg1);
bool statPositive(StatusController* statController, String const& arg1);
StringList resourceNames(StatusController* statController);
bool isResource(StatusController* statController, String const& arg1);
float resource(StatusController* statController, String const& arg1);
bool resourcePositive(StatusController* statController, String const& arg1);
void setResource(StatusController* statController, String const& arg1, float arg2);
void modifyResource(StatusController* statController, String const& arg1, float arg2);
float giveResource(StatusController* statController, String const& resourceName, float amount);
bool consumeResource(StatusController* statController, String const& arg1, float arg2);
bool overConsumeResource(StatusController* statController, String const& arg1, float arg2);
bool resourceLocked(StatusController* statController, String const& arg1);
void setResourceLocked(StatusController* statController, String const& arg1, bool arg2);
void resetResource(StatusController* statController, String const& arg1);
void resetAllResources(StatusController* statController);
Maybe<float> resourceMax(StatusController* statController, String const& arg1);
Maybe<float> resourcePercentage(StatusController* statController, String const& arg1);
float setResourcePercentage(StatusController* statController, String const& arg1, float arg2);
float modifyResourcePercentage(StatusController* statController, String const& arg1, float arg2);
JsonArray getPersistentEffects(StatusController* statController, String const& arg1);
void addPersistentEffect(StatusController* statController, String const& arg1, Json const& arg2);
void addPersistentEffects(StatusController* statController, String const& arg1, JsonArray const& arg2);
void setPersistentEffects(StatusController* statController, String const& arg1, JsonArray const& arg2);
void clearPersistentEffects(StatusController* statController, String const& arg1);
void clearAllPersistentEffects(StatusController* statController);
void addEphemeralEffect(StatusController* statController,
String const& uniqueEffect,
Maybe<float> duration,
Maybe<EntityId> sourceEntityId);
void addEphemeralEffects(StatusController* statController, JsonArray const& arg1, Maybe<EntityId> sourceEntityId);
void removeEphemeralEffect(StatusController* statController, String const& arg1);
void clearEphemeralEffects(StatusController* statController);
LuaTupleReturn<List<Json>, uint64_t> damageTakenSince(StatusController* statController, Maybe<uint64_t> timestep);
LuaTupleReturn<List<Json>, uint64_t> inflictedHitsSince(StatusController* statController, Maybe<uint64_t> timestep);
LuaTupleReturn<List<Json>, uint64_t> inflictedDamageSince(
StatusController* statController, Maybe<uint64_t> timestep);
List<JsonArray> activeUniqueStatusEffectSummary(StatusController* statController);
bool uniqueStatusEffectActive(StatusController* statController, String const& effectName);
}
}
}