v1.4.4
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source/game/scripting/StarStatusControllerLuaBindings.hpp
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59
source/game/scripting/StarStatusControllerLuaBindings.hpp
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#ifndef STAR_STAT_CONTROLLER_LUA_BINDINGS_HPP
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#define STAR_STAT_CONTROLLER_LUA_BINDINGS_HPP
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#include "StarLua.hpp"
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#include "StarEntity.hpp"
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namespace Star {
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STAR_CLASS(StatusController);
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namespace LuaBindings {
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LuaCallbacks makeStatusControllerCallbacks(StatusController* statController);
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namespace StatusControllerCallbacks {
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Json statusProperty(StatusController* statController, String const& arg1, Json const& arg2);
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void setStatusProperty(StatusController* statController, String const& arg1, Json const& arg2);
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float stat(StatusController* statController, String const& arg1);
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bool statPositive(StatusController* statController, String const& arg1);
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StringList resourceNames(StatusController* statController);
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bool isResource(StatusController* statController, String const& arg1);
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float resource(StatusController* statController, String const& arg1);
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bool resourcePositive(StatusController* statController, String const& arg1);
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void setResource(StatusController* statController, String const& arg1, float arg2);
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void modifyResource(StatusController* statController, String const& arg1, float arg2);
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float giveResource(StatusController* statController, String const& resourceName, float amount);
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bool consumeResource(StatusController* statController, String const& arg1, float arg2);
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bool overConsumeResource(StatusController* statController, String const& arg1, float arg2);
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bool resourceLocked(StatusController* statController, String const& arg1);
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void setResourceLocked(StatusController* statController, String const& arg1, bool arg2);
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void resetResource(StatusController* statController, String const& arg1);
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void resetAllResources(StatusController* statController);
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Maybe<float> resourceMax(StatusController* statController, String const& arg1);
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Maybe<float> resourcePercentage(StatusController* statController, String const& arg1);
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float setResourcePercentage(StatusController* statController, String const& arg1, float arg2);
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float modifyResourcePercentage(StatusController* statController, String const& arg1, float arg2);
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JsonArray getPersistentEffects(StatusController* statController, String const& arg1);
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void addPersistentEffect(StatusController* statController, String const& arg1, Json const& arg2);
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void addPersistentEffects(StatusController* statController, String const& arg1, JsonArray const& arg2);
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void setPersistentEffects(StatusController* statController, String const& arg1, JsonArray const& arg2);
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void clearPersistentEffects(StatusController* statController, String const& arg1);
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void clearAllPersistentEffects(StatusController* statController);
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void addEphemeralEffect(StatusController* statController,
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String const& uniqueEffect,
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Maybe<float> duration,
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Maybe<EntityId> sourceEntityId);
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void addEphemeralEffects(StatusController* statController, JsonArray const& arg1, Maybe<EntityId> sourceEntityId);
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void removeEphemeralEffect(StatusController* statController, String const& arg1);
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void clearEphemeralEffects(StatusController* statController);
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LuaTupleReturn<List<Json>, uint64_t> damageTakenSince(StatusController* statController, Maybe<uint64_t> timestep);
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LuaTupleReturn<List<Json>, uint64_t> inflictedHitsSince(StatusController* statController, Maybe<uint64_t> timestep);
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LuaTupleReturn<List<Json>, uint64_t> inflictedDamageSince(
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StatusController* statController, Maybe<uint64_t> timestep);
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List<JsonArray> activeUniqueStatusEffectSummary(StatusController* statController);
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bool uniqueStatusEffectActive(StatusController* statController, String const& effectName);
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}
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}
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}
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#endif
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