/* Copyright (c) 2019-2020 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef DUNGEON_H #define DUNGEON_H #include "core/version.h" #if VERSION_MAJOR > 3 #include "core/io/resource.h" #include "core/object/reference.h" #else #include "core/reference.h" #include "core/resource.h" #endif #include "dungeon_corridor.h" #include "dungeon_room.h" #ifdef VOXELMAN_PRESENT #include "../../voxelman/library/voxelman_library.h" #include "../../voxelman/world/environment_data.h" #include "../../voxelman/world/voxel_chunk.h" #include "../../voxelman/world/voxel_structure.h" #else #include "scene/main/node.h" #endif #ifdef ESS_PRESENT #include "../../entity_spell_system/entities/data/entity_data.h" #endif class Dungeon : public Resource { GDCLASS(Dungeon, Resource); public: int get_current_seed(); void set_current_seed(int value); Vector2 get_level_range(); void set_level_range(Vector2 value); //Min Size int get_min_sizex(); void set_min_sizex(int value); int get_min_sizey(); void set_min_sizey(int value); int get_min_sizez(); void set_min_sizez(int value); //Max Size int get_max_sizex(); void set_max_sizex(int value); int get_max_sizey(); void set_max_sizey(int value); int get_max_sizez(); void set_max_sizez(int value); //Room Count int get_min_room_count(); void set_min_room_count(int value); int get_max_room_count(); void set_max_room_count(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); //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; Vector get_dungeon_rooms(); void set_dungeon_rooms(const Vector &dungeon_rooms); //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; Vector get_dungeon_start_rooms(); void set_dungeon_start_rooms(const Vector &dungeon_start_rooms); //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; Vector get_dungeon_end_rooms(); void set_dungeon_end_rooms(const Vector &dungeon_end_rooms); //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; Vector get_dungeon_corridors(); void set_dungeon_corridors(const Vector &dungeon_corridors); //Room Datas Ref get_dungeon_room_data(const int index) const; void set_dungeon_room_data(const int index, const Ref dungeon_room); void add_dungeon_room_data(const Ref dungeon_room); void remove_dungeon_room_data(const int index); int get_dungeon_room_data_count() const; Vector get_dungeon_room_datas(); void set_dungeon_room_datas(const Vector &dungeon_rooms); //Start Room Datas Ref get_dungeon_start_room_data(const int index) const; void set_dungeon_start_room_data(const int index, const Ref dungeon_start_room); void add_dungeon_start_room_data(const Ref dungeon_start_room); void remove_dungeon_start_room_data(const int index); int get_dungeon_start_room_data_count() const; Vector get_dungeon_start_room_datas(); void set_dungeon_start_room_datas(const Vector &dungeon_start_rooms); //End Room Datas Ref get_dungeon_end_room_data(const int index) const; void set_dungeon_end_room_data(const int index, const Ref dungeon_end_room); void add_dungeon_end_room_data(const Ref dungeon_end_room); void remove_dungeon_end_room_data(const int index); int get_dungeon_end_room_data_count() const; Vector get_dungeon_end_room_datas(); void set_dungeon_end_room_datas(const Vector &dungeon_end_rooms); //Corridor Datas Ref get_dungeon_corridor_data(const int index) const; void set_dungeon_corridor_data(const int index, const Ref dungeon_corridors); void add_dungeon_corridor_data(const Ref dungeon_corridors); void remove_dungeon_corridor_data(const int index); int get_dungeon_corridor_data_count() const; Vector get_dungeon_corridor_datas(); void set_dungeon_corridor_datas(const Vector &dungeon_corridors); #ifdef ESS_PRESENT //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; Vector get_entity_datas(); void set_entity_datas(const Vector &entity_datas); #endif Ref instance(const int seed); virtual Ref _instance(const int seed, Ref inst); void setup(); #ifdef VOXELMAN_PRESENT //Environment Ref get_environment(); void set_environment(Ref value); //Environments Ref get_environment_data(const int index) const; void set_environment_data(const int index, const Ref environment_data); void add_environment_data(const Ref environment_data); void remove_environment_data(const int index); int get_environment_data_count() const; Vector get_environment_datas(); void set_environment_datas(const Vector &environment_datas); //Surfaces Ref get_voxel_surface(const int index) const; void set_voxel_surface(const int index, const Ref voxel_surface); void add_voxel_surface(const Ref voxel_surface); void remove_voxel_surface(const int index); int get_voxel_surface_count() const; Vector get_voxel_surfaces(); void set_voxel_surfaces(const Vector &voxel_surfaces); void setup_library(Ref library); void _setup_library(Ref library); void generate_chunk(Ref chunk, bool spawn_mobs); void generate_structure(Ref structure, bool spawn_mobs); #endif Ref generate_map(); Dungeon(); ~Dungeon(); protected: static void _bind_methods(); private: int _current_seed; Vector2 _level_range; int _posx; int _posy; int _posz; int _sizex; int _sizey; int _sizez; int _room_count; int _min_sizex; int _min_sizey; int _min_sizez; int _max_sizex; int _max_sizey; int _max_sizez; int _min_room_count; int _max_room_count; Vector > _dungeon_rooms; Vector > _dungeon_start_rooms; Vector > _dungeon_end_rooms; Vector > _dungeon_corridors; Vector > _dungeon_room_datas; Vector > _dungeon_start_room_datas; Vector > _dungeon_end_room_datas; Vector > _dungeon_corridor_datas; #ifdef ESS_PRESENT Vector > _entity_datas; #endif #ifdef VOXELMAN_PRESENT Ref _environment; Vector > _environment_datas; Vector > _voxel_surfaces; #endif }; #endif