world_generator/main/biome.h

84 lines
2.2 KiB
C++

#ifndef BIOME_H
#define BIOME_H
#include "core/reference.h"
#include "../../world/voxel_chunk.h"
#include "../data/world_generator_prop_data.h"
#include "dungeon.h"
#include "../../world/environment_data.h"
#include "../../../entity_spell_system/entities/data/entity_data.h"
#include "../data/biome_data.h"
#include "../../library/voxelman_library.h"
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);
//Environment
Ref<EnvironmentData> get_environment();
void set_environment(Ref<EnvironmentData> value);
Ref<BiomeData> get_data();
void set_data(Ref<BiomeData> value);
//WorldGeneratorPropData
Ref<WorldGeneratorPropData> get_prop_data(const int index) const;
void set_prop_data(const int index, const Ref<WorldGeneratorPropData> prop_data);
void add_prop_data(const Ref<WorldGeneratorPropData> prop_data);
void remove_prop_data(const int index);
int get_prop_data_count() const;
//Entities
Ref<EntityData> get_entity_data(const int index) const;
void set_entity_data(const int index, const Ref<EntityData> entity_data);
void add_entity_data(const Ref<EntityData> entity_data);
void remove_entity_data(const int index);
int get_entity_data_count() const;
//Dungeons
Ref<Dungeon> get_dungeon(const int index) const;
void set_dungeon(const int index, const Ref<Dungeon> dungeon);
void add_dungeon(const Ref<Dungeon> 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);
void setup();
void setup_library(Ref<VoxelmanLibrary> library);
void _setup_library(Ref<VoxelmanLibrary> library);
Biome();
~Biome();
protected:
static void _bind_methods();
private:
int _current_seed;
Vector2 _level_range;
Ref<EnvironmentData> _environment;
Ref<BiomeData> _data;
Vector<Ref<WorldGeneratorPropData> > _prop_datas;
Vector<Ref<EntityData> > _entity_datas;
Vector<Ref<Dungeon> > _dungeons;
};
#endif