liblcf
rpg_enemyaction.h
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/* !!!! GENERATED FILE - DO NOT EDIT !!!!
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* --------------------------------------
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*
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* This file is part of liblcf. Copyright (c) 2020 liblcf authors.
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* https://github.com/EasyRPG/liblcf - https://easyrpg.org
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*
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* liblcf is Free/Libre Open Source Software, released under the MIT License.
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* For the full copyright and license information, please view the COPYING
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* file that was distributed with this source code.
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*/
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#ifndef LCF_RPG_ENEMYACTION_H
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#define LCF_RPG_ENEMYACTION_H
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// Headers
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#include <stdint.h>
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#include "
enum_tags.h
"
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namespace
RPG
{
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class
EnemyAction
{
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public
:
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enum
Kind
{
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Kind_basic
= 0,
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Kind_skill
= 1,
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Kind_transformation
= 2
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};
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static
constexpr
auto
kKindTags
= makeEnumTags<Kind>(
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"basic"
,
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"skill"
,
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"transformation"
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);
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enum
Basic
{
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Basic_attack
= 0,
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Basic_dual_attack
= 1,
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Basic_defense
= 2,
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Basic_observe
= 3,
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Basic_charge
= 4,
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Basic_autodestruction
= 5,
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Basic_escape
= 6,
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Basic_nothing
= 7
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};
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static
constexpr
auto
kBasicTags
= makeEnumTags<Basic>(
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"attack"
,
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"dual_attack"
,
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"defense"
,
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"observe"
,
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"charge"
,
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"autodestruction"
,
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"escape"
,
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"nothing"
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);
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enum
ConditionType
{
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ConditionType_always
= 0,
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ConditionType_switch
= 1,
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ConditionType_turn
= 2,
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ConditionType_actors
= 3,
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ConditionType_hp
= 4,
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ConditionType_sp
= 5,
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ConditionType_party_lvl
= 6,
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ConditionType_party_fatigue
= 7
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};
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static
constexpr
auto
kConditionTypeTags
= makeEnumTags<ConditionType>(
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"always"
,
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"switch"
,
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"turn"
,
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"actors"
,
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"hp"
,
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"sp"
,
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"party_lvl"
,
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"party_fatigue"
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);
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int
ID
= 0;
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int32_t
kind
= 0;
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int32_t
basic
= 1;
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int32_t
skill_id
= 1;
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int32_t
enemy_id
= 1;
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int32_t
condition_type
= 0;
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int32_t
condition_param1
= 0;
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int32_t
condition_param2
= 0;
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int32_t
switch_id
= 1;
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bool
switch_on
=
false
;
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int32_t
switch_on_id
= 1;
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bool
switch_off
=
false
;
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int32_t
switch_off_id
= 1;
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int32_t
rating
= 50;
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};
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inline
bool
operator==
(
const
EnemyAction
& l,
const
EnemyAction
& r) {
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return
l.
kind
== r.
kind
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&& l.
basic
== r.
basic
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&& l.
skill_id
== r.
skill_id
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&& l.
enemy_id
== r.
enemy_id
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&& l.
condition_type
== r.
condition_type
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&& l.
condition_param1
== r.
condition_param1
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&& l.
condition_param2
== r.
condition_param2
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&& l.
switch_id
== r.
switch_id
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&& l.
switch_on
== r.
switch_on
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&& l.
switch_on_id
== r.
switch_on_id
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&& l.
switch_off
== r.
switch_off
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&& l.
switch_off_id
== r.
switch_off_id
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&& l.
rating
== r.
rating
;
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}
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inline
bool
operator!=
(
const
EnemyAction
& l,
const
EnemyAction
& r) {
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return
!(l == r);
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}
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}
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#endif
RPG::EnemyAction::switch_on_id
int32_t switch_on_id
Definition:
rpg_enemyaction.h:86
RPG::EnemyAction::ConditionType_sp
@ ConditionType_sp
Definition:
rpg_enemyaction.h:61
RPG::operator==
bool operator==(const Actor &l, const Actor &r)
Definition:
rpg_actor.h:64
RPG::EnemyAction::ConditionType
ConditionType
Definition:
rpg_enemyaction.h:55
RPG::EnemyAction::ConditionType_hp
@ ConditionType_hp
Definition:
rpg_enemyaction.h:60
RPG::EnemyAction::switch_off_id
int32_t switch_off_id
Definition:
rpg_enemyaction.h:88
RPG::EnemyAction::ConditionType_turn
@ ConditionType_turn
Definition:
rpg_enemyaction.h:58
RPG::EnemyAction::Basic_autodestruction
@ Basic_autodestruction
Definition:
rpg_enemyaction.h:41
RPG::EnemyAction::ConditionType_actors
@ ConditionType_actors
Definition:
rpg_enemyaction.h:59
RPG
Definition:
rpg_actor.h:26
RPG::EnemyAction::Kind_skill
@ Kind_skill
Definition:
rpg_enemyaction.h:27
RPG::EnemyAction::Kind_basic
@ Kind_basic
Definition:
rpg_enemyaction.h:26
RPG::EnemyAction::Basic_nothing
@ Basic_nothing
Definition:
rpg_enemyaction.h:43
RPG::EnemyAction::switch_id
int32_t switch_id
Definition:
rpg_enemyaction.h:84
RPG::EnemyAction::Basic_attack
@ Basic_attack
Definition:
rpg_enemyaction.h:36
RPG::EnemyAction::Kind
Kind
Definition:
rpg_enemyaction.h:25
RPG::EnemyAction::basic
int32_t basic
Definition:
rpg_enemyaction.h:78
RPG::EnemyAction::ConditionType_always
@ ConditionType_always
Definition:
rpg_enemyaction.h:56
RPG::EnemyAction::skill_id
int32_t skill_id
Definition:
rpg_enemyaction.h:79
RPG::EnemyAction::Basic
Basic
Definition:
rpg_enemyaction.h:35
RPG::EnemyAction::Basic_defense
@ Basic_defense
Definition:
rpg_enemyaction.h:38
RPG::EnemyAction::ConditionType_party_lvl
@ ConditionType_party_lvl
Definition:
rpg_enemyaction.h:62
RPG::EnemyAction::Basic_dual_attack
@ Basic_dual_attack
Definition:
rpg_enemyaction.h:37
RPG::EnemyAction::kKindTags
static constexpr auto kKindTags
Definition:
rpg_enemyaction.h:30
RPG::operator!=
bool operator!=(const Actor &l, const Actor &r)
Definition:
rpg_actor.h:98
RPG::EnemyAction::ID
int ID
Definition:
rpg_enemyaction.h:76
RPG::EnemyAction::rating
int32_t rating
Definition:
rpg_enemyaction.h:89
RPG::EnemyAction
Definition:
rpg_enemyaction.h:23
RPG::EnemyAction::kind
int32_t kind
Definition:
rpg_enemyaction.h:77
RPG::EnemyAction::switch_on
bool switch_on
Definition:
rpg_enemyaction.h:85
RPG::EnemyAction::Kind_transformation
@ Kind_transformation
Definition:
rpg_enemyaction.h:28
RPG::EnemyAction::enemy_id
int32_t enemy_id
Definition:
rpg_enemyaction.h:80
RPG::EnemyAction::switch_off
bool switch_off
Definition:
rpg_enemyaction.h:87
RPG::EnemyAction::Basic_escape
@ Basic_escape
Definition:
rpg_enemyaction.h:42
RPG::EnemyAction::ConditionType_switch
@ ConditionType_switch
Definition:
rpg_enemyaction.h:57
RPG::EnemyAction::condition_type
int32_t condition_type
Definition:
rpg_enemyaction.h:81
RPG::EnemyAction::condition_param2
int32_t condition_param2
Definition:
rpg_enemyaction.h:83
RPG::EnemyAction::condition_param1
int32_t condition_param1
Definition:
rpg_enemyaction.h:82
RPG::EnemyAction::Basic_charge
@ Basic_charge
Definition:
rpg_enemyaction.h:40
RPG::EnemyAction::kConditionTypeTags
static constexpr auto kConditionTypeTags
Definition:
rpg_enemyaction.h:65
RPG::EnemyAction::ConditionType_party_fatigue
@ ConditionType_party_fatigue
Definition:
rpg_enemyaction.h:63
RPG::EnemyAction::Basic_observe
@ Basic_observe
Definition:
rpg_enemyaction.h:39
enum_tags.h
RPG::EnemyAction::kBasicTags
static constexpr auto kBasicTags
Definition:
rpg_enemyaction.h:45
src
generated
rpg_enemyaction.h
Generated on Sun Aug 2 2020 00:00:00 for liblcf by
1.8.18