world_generator/main/dungeon.h

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#ifndef DUNGEON_H
#define DUNGEON_H
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#include "core/reference.h"
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#include "dungeon_room.h"
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#include "dungeon_corridor.h"
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#include "../../voxelman/world/voxel_chunk.h"
#include "../../voxelman/world/voxel_structure.h"
#include "../../voxelman/world/environment_data.h"
#include "../../voxelman/library/voxelman_library.h"
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#include "../../entity_spell_system/entities/data/entity_data.h"
#include "../data/dungeon_data.h"
class DungeonData;
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class Dungeon : public Reference {
GDCLASS(Dungeon, 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);
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//Room Count
int get_room_count();
void set_room_count(int value);
//Environment
Ref<EnvironmentData> get_environment();
void set_environment(Ref<EnvironmentData> value);
Ref<DungeonData> get_data();
void set_data(Ref<DungeonData> value);
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//Rooms
Ref<DungeonRoom> get_dungeon_room(const int index) const;
void set_dungeon_room(const int index, const Ref<DungeonRoom> dungeon_room);
void add_dungeon_room(const Ref<DungeonRoom> dungeon_room);
void remove_dungeon_room(const int index);
int get_dungeon_room_count() const;
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//Start Rooms
Ref<DungeonRoom> get_dungeon_start_room(const int index) const;
void set_dungeon_start_room(const int index, const Ref<DungeonRoom> dungeon_start_room);
void add_dungeon_start_room(const Ref<DungeonRoom> dungeon_start_room);
void remove_dungeon_start_room(const int index);
int get_dungeon_start_room_count() const;
//End Rooms
Ref<DungeonRoom> get_dungeon_end_room(const int index) const;
void set_dungeon_end_room(const int index, const Ref<DungeonRoom> dungeon_end_room);
void add_dungeon_end_room(const Ref<DungeonRoom> dungeon_end_room);
void remove_dungeon_end_room(const int index);
int get_dungeon_end_room_count() const;
//Corridors
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Ref<DungeonCorridor> get_dungeon_corridor(const int index) const;
void set_dungeon_corridor(const int index, const Ref<DungeonCorridor> dungeon_corridors);
void add_dungeon_corridor(const Ref<DungeonCorridor> dungeon_corridors);
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void remove_dungeon_corridor(const int index);
int get_dungeon_corridor_count() const;
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//Entities
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Ref<EntityData> get_entity_data(const int index) const;
void set_entity_data(const int index, const Ref<EntityData> entity_datas);
void add_entity_data(const Ref<EntityData> entity_datas);
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void remove_entity_data(const int index);
int get_entity_data_count() const;
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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_structure(Ref<VoxelStructure> structure, bool spawn_mobs);
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Ref<Image> generate_map();
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Dungeon();
~Dungeon();
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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;
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int _room_count;
Ref<EnvironmentData> _environment;
Ref<DungeonData> _data;
Vector<Ref<DungeonRoom> > _dungeon_rooms;
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Vector<Ref<DungeonRoom> > _dungeon_start_rooms;
Vector<Ref<DungeonRoom> > _dungeon_end_rooms;
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Vector<Ref<DungeonCorridor> > _dungeon_corridors;
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Vector<Ref<EntityData> > _entity_datas;
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};
#endif