world_generator/main/dungeon.h
2019-10-18 09:00:01 +02:00

104 lines
2.5 KiB
C++

#ifndef DUNGEON_H
#define DUNGEON_H
#include "core/reference.h"
#include "dungeon_room.h"
#include "../../voxelman/world/voxel_chunk.h"
#include "../../voxelman/world/voxel_structure.h"
#include "../../voxelman/world/environment_data.h"
class Dungeon : public Reference {
GDCLASS(Dungeon, Reference);
public:
int get_seed();
void set_seed(int value);
int get_posx();
void set_posx(int value);
int get_posy();
void set_posy(int value);
int get_posz();
void set_posz(int value);
int get_sizex();
void set_sizex(int value);
int get_sizey();
void set_sizey(int value);
int get_sizez();
void set_sizez(int value);
//Environment
Ref<EnvironmentData> get_environment();
void set_environment(Ref<EnvironmentData> value);
//Rooms
Ref<DungeonRoom> get_dungeon_room(const int index) const;
void set_dungeon_room(const int index, const Ref<DungeonRoom> dungeon_room);
void add_dungeon_room(const Ref<DungeonRoom> dungeon_room);
void remove_dungeon_room(const int index);
int get_dungeon_room_count() const;
//Start Rooms
Ref<DungeonRoom> get_dungeon_start_room(const int index) const;
void set_dungeon_start_room(const int index, const Ref<DungeonRoom> dungeon_start_room);
void add_dungeon_start_room(const Ref<DungeonRoom> dungeon_start_room);
void remove_dungeon_start_room(const int index);
int get_dungeon_start_room_count() const;
//End Rooms
Ref<DungeonRoom> get_dungeon_end_room(const int index) const;
void set_dungeon_end_room(const int index, const Ref<DungeonRoom> dungeon_end_room);
void add_dungeon_end_room(const Ref<DungeonRoom> dungeon_end_room);
void remove_dungeon_end_room(const int index);
int get_dungeon_end_room_count() const;
//Corridors
Ref<DungeonRoom> get_dungeon_corridor(const int index) const;
void set_dungeon_corridor(const int index, const Ref<DungeonRoom> dungeon_corridors);
void add_dungeon_corridor(const Ref<DungeonRoom> dungeon_corridors);
void remove_dungeon_corridor(const int index);
int get_dungeon_corridor_count() const;
void setup();
void generate_chunk(Ref<VoxelChunk> chunk);
void generate_structure(Ref<VoxelStructure> structure);
Ref<Image> generate_map();
Dungeon();
~Dungeon();
protected:
static void _bind_methods();
private:
int _seed;
int _posx;
int _posy;
int _posz;
int _sizex;
int _sizey;
int _sizez;
Ref<EnvironmentData> _environment;
Vector<Ref<DungeonRoom> > _dungeon_rooms;
Vector<Ref<DungeonRoom> > _dungeon_start_rooms;
Vector<Ref<DungeonRoom> > _dungeon_end_rooms;
Vector<Ref<DungeonRoom> > _dungeon_corridors;
};
#endif