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141 lines
4.2 KiB
C++
141 lines
4.2 KiB
C++
#ifndef DUNGEON_DATA_H
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#define DUNGEON_DATA_H
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#include "core/resource.h"
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#include "core/vector.h"
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#include "../main/dungeon.h"
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#include "dungeon_room_data.h"
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#include "dungeon_corridor_data.h"
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#include "../../voxelman/world/environment_data.h"
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#include "../../entity_spell_system/entities/data/entity_data.h"
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class DungeonData : public Resource {
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GDCLASS(DungeonData, Resource);
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public:
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//Min Size
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int get_min_sizex();
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void set_min_sizex(int value);
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int get_min_sizey();
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void set_min_sizey(int value);
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int get_min_sizez();
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void set_min_sizez(int value);
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//Max Size
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int get_max_sizex();
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void set_max_sizex(int value);
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int get_max_sizey();
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void set_max_sizey(int value);
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int get_max_sizez();
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void set_max_sizez(int value);
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//Room Count
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int get_min_room_count();
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void set_min_room_count(int value);
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int get_max_room_count();
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void set_max_room_count(int value);
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//Environments
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Ref<EnvironmentData> get_environment_data(const int index) const;
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void set_environment_data(const int index, const Ref<EnvironmentData> environment_data);
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void add_environment_data(const Ref<EnvironmentData> environment_data);
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void remove_environment_data(const int index);
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int get_environment_data_count() const;
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Vector<Variant> get_environment_datas();
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void set_environment_datas(const Vector<Variant> &environment_datas);
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//Rooms
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Ref<DungeonRoomData> get_dungeon_room_data(const int index) const;
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void set_dungeon_room_data(const int index, const Ref<DungeonRoomData> dungeon_room_data);
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void add_dungeon_room_data(const Ref<DungeonRoomData> dungeon_room_data);
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void remove_dungeon_room_data(const int index);
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int get_dungeon_room_data_count() const;
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Vector<Variant> get_dungeon_room_datas();
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void set_dungeon_room_datas(const Vector<Variant> &dungeon_room_datas);
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//Start Rooms
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Ref<DungeonRoomData> get_dungeon_start_room_data(const int index) const;
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void set_dungeon_start_room_data(const int index, const Ref<DungeonRoomData> dungeon_start_room_data);
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void add_dungeon_start_room_data(const Ref<DungeonRoomData> dungeon_start_room_data);
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void remove_dungeon_start_room_data(const int index);
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int get_dungeon_start_room_data_count() const;
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Vector<Variant> get_dungeon_start_room_datas();
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void set_dungeon_start_room_datas(const Vector<Variant> &dungeon_start_room_datas);
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//End Rooms
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Ref<DungeonRoomData> get_dungeon_end_room_data(const int index) const;
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void set_dungeon_end_room_data(const int index, const Ref<DungeonRoomData> dungeon_end_room_data);
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void add_dungeon_end_room_data(const Ref<DungeonRoomData> dungeon_end_room_data);
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void remove_dungeon_end_room_data(const int index);
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int get_dungeon_end_room_data_count() const;
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Vector<Variant> get_dungeon_end_room_datas();
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void set_dungeon_end_room_datas(const Vector<Variant> &dungeon_end_room_datas);
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//Corridors
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Ref<DungeonRoomData> get_dungeon_corridor_data(const int index) const;
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void set_dungeon_corridor_data(const int index, const Ref<DungeonRoomData> dungeon_corridor_data);
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void add_dungeon_corridor_data(const Ref<DungeonRoomData> dungeon_corridor_data);
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void remove_dungeon_corridor_data(const int index);
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int get_dungeon_corridor_data_count() const;
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Vector<Variant> get_dungeon_corridor_datas();
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void set_dungeon_corridor_datas(const Vector<Variant> &dungeon_corridor_datas);
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//Entities
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Ref<EntityData> get_entity_data(const int index) const;
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void set_entity_data(const int index, const Ref<EntityData> entity_data);
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void add_entity_data(const Ref<EntityData> entity_data);
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void remove_entity_data(const int index);
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int get_entity_data_count() const;
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Vector<Variant> get_entity_datas();
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void set_entity_datas(const Vector<Variant> &entity_datas);
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Ref<Dungeon> setup_dungeon(int seed);
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DungeonData();
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~DungeonData();
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protected:
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static void _bind_methods();
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private:
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int _min_sizex;
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int _min_sizey;
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int _min_sizez;
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int _max_sizex;
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int _max_sizey;
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int _max_sizez;
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int _min_room_count;
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int _max_room_count;
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Vector<Ref<EnvironmentData> > _environment_datas;
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Vector<Ref<DungeonRoomData> > _dungeon_room_datas;
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Vector<Ref<DungeonRoomData> > _dungeon_start_room_datas;
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Vector<Ref<DungeonRoomData> > _dungeon_end_room_datas;
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Vector<Ref<DungeonRoomData> > _dungeon_corridor_datas;
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Vector<Ref<EntityData> > _entity_datas;
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};
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#endif
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