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