#ifndef BIOME_H #define BIOME_H #include "core/reference.h" #include "dungeon.h" #include "../data/biome_data.h" #include "../data/world_generator_prop_data.h" #ifdef VOXELMAN_PRESENT #include "../../voxelman/library/voxelman_library.h" #include "../../voxelman/world/environment_data.h" #include "../../voxelman/world/voxel_chunk.h" #endif #ifdef ESS_PRESENT #include "../../entity_spell_system/entities/data/entity_data.h" #endif class BiomeData; class Biome : public Reference { GDCLASS(Biome, Reference); public: int get_current_seed(); void set_current_seed(int value); Vector2 get_level_range(); void set_level_range(Vector2 value); #ifdef VOXELMAN_PRESENT //Environment Ref get_environment(); void set_environment(Ref value); #endif Ref get_data(); void set_data(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; #ifdef ESS_PRESENT //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; #endif //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 setup(); #ifdef VOXELMAN_PRESENT 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); void setup_library(Ref library); void _setup_library(Ref library); #else void generate_chunk(Node *chunk, bool spawn_mobs); void setup_library(Ref library); #endif Biome(); ~Biome(); protected: static void _bind_methods(); private: int _current_seed; Vector2 _level_range; #ifdef VOXELMAN_PRESENT Ref _environment; #endif Ref _data; Vector > _prop_datas; #ifdef ESS_PRESENT Vector > _entity_datas; #endif Vector > _dungeons; }; #endif