#ifndef DUNGEON_H #define DUNGEON_H #include "core/reference.h" #include "dungeon_room.h" #include "dungeon_corridor.h" #include "../../voxelman/world/voxel_chunk.h" #include "../../voxelman/world/voxel_structure.h" #include "../../voxelman/world/environment_data.h" #include "../../entity_spell_system/entities/data/entity_data.h" class Dungeon : public Reference { GDCLASS(Dungeon, Reference); public: int get_seed(); void set_seed(int 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); //Room Count int get_room_count(); void set_room_count(int value); //Environment Ref get_environment(); void set_environment(Ref value); //Rooms Ref get_dungeon_room(const int index) const; void set_dungeon_room(const int index, const Ref dungeon_room); void add_dungeon_room(const Ref dungeon_room); void remove_dungeon_room(const int index); int get_dungeon_room_count() const; //Start Rooms Ref get_dungeon_start_room(const int index) const; void set_dungeon_start_room(const int index, const Ref dungeon_start_room); void add_dungeon_start_room(const Ref dungeon_start_room); void remove_dungeon_start_room(const int index); int get_dungeon_start_room_count() const; //End Rooms Ref get_dungeon_end_room(const int index) const; void set_dungeon_end_room(const int index, const Ref dungeon_end_room); void add_dungeon_end_room(const Ref dungeon_end_room); void remove_dungeon_end_room(const int index); int get_dungeon_end_room_count() const; //Corridors Ref get_dungeon_corridor(const int index) const; void set_dungeon_corridor(const int index, const Ref dungeon_corridors); void add_dungeon_corridor(const Ref dungeon_corridors); void remove_dungeon_corridor(const int index); int get_dungeon_corridor_count() const; //Entities Ref get_entity_data(const int index) const; void set_entity_data(const int index, const Ref entity_datas); void add_entity_data(const Ref entity_datas); void remove_entity_data(const int index); int get_entity_data_count() const; void setup(); void generate_chunk(Ref chunk, bool spawn_mobs); void generate_structure(Ref structure, bool spawn_mobs); Ref generate_map(); Dungeon(); ~Dungeon(); protected: static void _bind_methods(); private: int _seed; int _posx; int _posy; int _posz; int _sizex; int _sizey; int _sizez; int _room_count; Ref _environment; Vector > _dungeon_rooms; Vector > _dungeon_start_rooms; Vector > _dungeon_end_rooms; Vector > _dungeon_corridors; Vector > _entity_datas; }; #endif