voxelman/world_generator/main/planet.h

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#ifndef PLANET_H
#define PLANET_H
#include "core/reference.h"
#include "core/image.h"
#include "../../world/voxel_chunk.h"
#include "biome.h"
#include "dungeon.h"
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#include "../../world/environment_data.h"
#include "../data/planet_data.h"
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#include "../../library/voxel_surface.h"
#include "../../library/voxelman_library.h"
class PlanetData;
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class Planet : public Reference {
GDCLASS(Planet, Reference);
public:
int get_seed();
void set_seed(int value);
Vector2 get_level_range();
void set_level_range(Vector2 value);
//Environment
Ref<EnvironmentData> get_environment();
void set_environment(Ref<EnvironmentData> value);
Ref<PlanetData> get_data();
void set_data(Ref<PlanetData> value);
//Biomes
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Ref<Biome> get_biome(const int index) const;
void set_biome(const int index, const Ref<Biome> biome);
void add_biome(const Ref<Biome> biome);
void remove_biome(const int index);
int get_biome_count() const;
//Dungeons
Ref<Dungeon> get_dungeon(const int index) const;
void set_dungeon(const int index, const Ref<Dungeon> dungeon);
void add_dungeon(const Ref<Dungeon> dungeon);
void remove_dungeon(const int index);
int get_dungeon_count() const;
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void setup();
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void setup_library(Ref<VoxelmanLibrary> library);
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void generate_chunk(VoxelChunk *chunk, bool spawn_mobs);
void generate_chunk_bind(Node *chunk, bool spawn_mobs);
Ref<Image> generate_map();
Planet();
~Planet();
protected:
static void _bind_methods();
private:
int _seed;
Vector2 _level_range;
Ref<EnvironmentData> _environment;
Ref<PlanetData> _data;
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Vector<Ref<Biome> > _biomes;
Vector<Ref<Dungeon> > _dungeons;
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};
#endif