#ifndef BIOME_H #define BIOME_H #include "core/reference.h" #include "../../voxelman/world/voxel_chunk.h" #include "../data/world_generator_prop_data.h" #include "dungeon.h" #include "../../voxelman/world/environment_data.h" #include "../../entity_spell_system/entities/data/entity_data.h" class Biome : public Reference { GDCLASS(Biome, Reference); public: Vector2 get_level_range(); void set_level_range(Vector2 value); //Environment Ref get_environment(); void set_environment(Ref value); //WorldGeneratorPropData 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; //Dungeons Ref get_dungeon(const int index) const; void set_dungeon(const int index, const Ref dungeon); void add_dungeon(const Ref dungeon); void remove_dungeon(const int index); int get_dungeon_count() const; 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); Biome(); ~Biome(); protected: static void _bind_methods(); private: Vector2 _level_range; Ref _environment; Vector > _prop_datas; Vector > _entity_datas; Vector > _dungeons; }; #endif