world_generator/main/dungeon_room.h

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#ifndef DUNGEON_ROOM_H
#define DUNGEON_ROOM_H
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#include "core/reference.h"
#include "core/vector.h"
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#include "../../world/voxel_chunk.h"
#include "../../world/voxel_structure.h"
#include "../data/world_generator_prop_data.h"
#include "../../world/environment_data.h"
#include "../../../entity_spell_system/entities/data/entity_data.h"
#include "../data/dungeon_room_data.h"
#include "../../library/voxelman_library.h"
class DungeonRoomData;
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class DungeonRoom : public Reference {
GDCLASS(DungeonRoom, Reference);
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public:
int get_current_seed();
void set_current_seed(int value);
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Vector2 get_level_range();
void set_level_range(Vector2 value);
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//Pos
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int get_posx();
void set_posx(int value);
int get_posy();
void set_posy(int value);
int get_posz();
void set_posz(int value);
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//Size
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int get_sizex();
void set_sizex(int value);
int get_sizey();
void set_sizey(int value);
int get_sizez();
void set_sizez(int value);
//Environment
Ref<EnvironmentData> get_environment();
void set_environment(Ref<EnvironmentData> value);
Ref<DungeonRoomData> get_data();
void set_data(Ref<DungeonRoomData> value);
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//Structure
Ref<VoxelStructure> get_structure();
void set_structure(Ref<VoxelStructure> structure);
//Props
Ref<WorldGeneratorPropData> get_prop_data(const int index) const;
void set_prop_data(const int index, const Ref<WorldGeneratorPropData> prop_data);
void add_prop_data(const Ref<WorldGeneratorPropData> prop_data);
void remove_prop_data(const int index);
int get_prop_data_count() const;
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//Entities
Ref<EntityData> get_entity_data(const int index) const;
void set_entity_data(const int index, const Ref<EntityData> entity_data);
void add_entity_data(const Ref<EntityData> entity_data);
void remove_entity_data(const int index);
int get_entity_data_count() const;
void setup();
void setup_library(Ref<VoxelmanLibrary> library);
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);
void generate_room(Ref<VoxelStructure> structure, bool spawn_mobs);
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DungeonRoom();
~DungeonRoom();
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protected:
static void _bind_methods();
private:
int _current_seed;
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Vector2 _level_range;
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int _posx;
int _posy;
int _posz;
int _sizex;
int _sizey;
int _sizez;
Ref<EnvironmentData> _environment;
Ref<DungeonRoomData> _data;
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Ref<VoxelStructure> _structure;
Vector<Ref<WorldGeneratorPropData> > _prop_datas;
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Vector<Ref<EntityData> > _entity_datas;
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};
#endif