world_generator/main/biome.h

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#ifndef BIOME_H
#define BIOME_H
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#include "core/reference.h"
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#include "../../voxelman/world/voxel_chunk.h"
#include "../data/prop_data.h"
#include "dungeon.h"
#include "../../voxelman/world/environment_data.h"
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#include "../../entity_spell_system/entities/data/entity_data.h"
class Biome : public Reference {
GDCLASS(Biome, Reference);
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public:
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Vector2 get_level_range();
void set_level_range(Vector2 value);
//Environment
Ref<EnvironmentData> get_environment();
void set_environment(Ref<EnvironmentData> value);
//PropData
Ref<PropData> get_prop_data(const int index) const;
void set_prop_data(const int index, const Ref<PropData> prop_data);
void add_prop_data(const Ref<PropData> 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;
//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 generate_chunk(VoxelChunk *chunk, bool spawn_mobs);
void generate_chunk_bind(Node *chunk, bool spawn_mobs);
void generate_stack(VoxelChunk *chunk, int x, int z, bool spawn_mobs);
void generate_stack_bind(Node *chunk, int x, int z, bool spawn_mobs);
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Biome();
~Biome();
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protected:
static void _bind_methods();
private:
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Vector2 _level_range;
Ref<EnvironmentData> _environment;
Vector<Ref<PropData> > _prop_datas;
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Vector<Ref<EntityData> > _entity_datas;
Vector<Ref<Dungeon> > _dungeons;
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};
#endif