broken_seals/game/scripts/dungeons/dungeon.gd

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GDScript3
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2019-11-20 14:19:41 +01:00
tool
extends Dungeon
2020-01-31 20:01:34 +01:00
# Copyright (c) 2019-2020 Péter Magyar
2019-12-22 19:20:38 +01:00
#
# 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.
2019-11-20 14:19:41 +01:00
func _setup():
if data.get_dungeon_start_room_data_count() == 0:
return
var drd : DungeonRoomData = data.get_dungeon_start_room_data(0)
var dung : DungeonRoom
if drd.target_script != null:
dung = drd.target_script.new()
if dung == null:
print("drd is null. wrong type? " + drd.resource_path)
return
elif drd.target_class_name != "":
if not ClassDB.class_exists(drd.target_class_name):
print("class doesnt exists" + drd.resource_path)
return
dung = ClassDB.instance(drd.target_class_name)
else:
dung = DungeonRoom.new()
dung.posx = posx
dung.posy = posy
dung.posz = posz
dung.current_seed = current_seed
dung.data = drd
dung.setup()
add_dungeon_start_room(dung)
func _setup_library(library):
._setup_library(library)
for i in range(get_dungeon_start_room_count()):
get_dungeon_start_room(i).setup_library(library)
func _generate_chunk(chunk, spawn_mobs):
for i in range(get_dungeon_start_room_count()):
get_dungeon_start_room(i).generate_chunk(chunk, spawn_mobs)