mirror of
https://github.com/Relintai/world_generator.git
synced 2024-11-14 10:17:19 +01:00
300 lines
9.0 KiB
C++
300 lines
9.0 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef DUNGEON_H
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#define DUNGEON_H
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/io/resource.h"
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#include "core/object/reference.h"
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#else
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#include "core/reference.h"
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#include "core/resource.h"
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#endif
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#include "dungeon_corridor.h"
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#include "dungeon_room.h"
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#ifdef VOXELMAN_PRESENT
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#include "../../voxelman/library/voxelman_library.h"
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#include "../../voxelman/world/environment_data.h"
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#include "../../voxelman/world/voxel_chunk.h"
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#include "../../voxelman/world/voxel_structure.h"
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#else
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#include "scene/main/node.h"
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#endif
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#ifdef ESS_PRESENT
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#include "../../entity_spell_system/entities/data/entity_data.h"
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#endif
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class Dungeon : public Resource {
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GDCLASS(Dungeon, Resource);
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public:
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int get_current_seed();
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void set_current_seed(int value);
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Vector2 get_level_range();
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void set_level_range(Vector2 value);
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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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//Pos
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int get_posx();
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void set_posx(int value);
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int get_posy();
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void set_posy(int value);
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int get_posz();
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void set_posz(int value);
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//Size
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int get_sizex();
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void set_sizex(int value);
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int get_sizey();
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void set_sizey(int value);
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int get_sizez();
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void set_sizez(int value);
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//Room Count
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int get_room_count();
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void set_room_count(int value);
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//Rooms
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Ref<DungeonRoom> get_dungeon_room(const int index) const;
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void set_dungeon_room(const int index, const Ref<DungeonRoom> dungeon_room);
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void add_dungeon_room(const Ref<DungeonRoom> dungeon_room);
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void remove_dungeon_room(const int index);
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int get_dungeon_room_count() const;
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Vector<Variant> get_dungeon_rooms();
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void set_dungeon_rooms(const Vector<Variant> &dungeon_rooms);
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//Start Rooms
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Ref<DungeonRoom> get_dungeon_start_room(const int index) const;
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void set_dungeon_start_room(const int index, const Ref<DungeonRoom> dungeon_start_room);
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void add_dungeon_start_room(const Ref<DungeonRoom> dungeon_start_room);
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void remove_dungeon_start_room(const int index);
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int get_dungeon_start_room_count() const;
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Vector<Variant> get_dungeon_start_rooms();
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void set_dungeon_start_rooms(const Vector<Variant> &dungeon_start_rooms);
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//End Rooms
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Ref<DungeonRoom> get_dungeon_end_room(const int index) const;
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void set_dungeon_end_room(const int index, const Ref<DungeonRoom> dungeon_end_room);
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void add_dungeon_end_room(const Ref<DungeonRoom> dungeon_end_room);
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void remove_dungeon_end_room(const int index);
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int get_dungeon_end_room_count() const;
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Vector<Variant> get_dungeon_end_rooms();
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void set_dungeon_end_rooms(const Vector<Variant> &dungeon_end_rooms);
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//Corridors
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Ref<DungeonCorridor> get_dungeon_corridor(const int index) const;
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void set_dungeon_corridor(const int index, const Ref<DungeonCorridor> dungeon_corridors);
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void add_dungeon_corridor(const Ref<DungeonCorridor> dungeon_corridors);
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void remove_dungeon_corridor(const int index);
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int get_dungeon_corridor_count() const;
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Vector<Variant> get_dungeon_corridors();
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void set_dungeon_corridors(const Vector<Variant> &dungeon_corridors);
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//Room Datas
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Ref<DungeonRoom> get_dungeon_room_data(const int index) const;
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void set_dungeon_room_data(const int index, const Ref<DungeonRoom> dungeon_room);
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void add_dungeon_room_data(const Ref<DungeonRoom> dungeon_room);
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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_rooms);
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//Start Room Datas
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Ref<DungeonRoom> get_dungeon_start_room_data(const int index) const;
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void set_dungeon_start_room_data(const int index, const Ref<DungeonRoom> dungeon_start_room);
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void add_dungeon_start_room_data(const Ref<DungeonRoom> dungeon_start_room);
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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_rooms);
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//End Room Datas
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Ref<DungeonRoom> get_dungeon_end_room_data(const int index) const;
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void set_dungeon_end_room_data(const int index, const Ref<DungeonRoom> dungeon_end_room);
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void add_dungeon_end_room_data(const Ref<DungeonRoom> dungeon_end_room);
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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_rooms);
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//Corridor Datas
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Ref<DungeonCorridor> get_dungeon_corridor_data(const int index) const;
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void set_dungeon_corridor_data(const int index, const Ref<DungeonCorridor> dungeon_corridors);
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void add_dungeon_corridor_data(const Ref<DungeonCorridor> dungeon_corridors);
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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_corridors);
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#ifdef ESS_PRESENT
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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_datas);
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void add_entity_data(const Ref<EntityData> entity_datas);
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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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#endif
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Ref<Dungeon> instance(const int seed);
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virtual Ref<Dungeon> _instance(const int seed, Ref<Dungeon> inst);
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void setup();
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#ifdef VOXELMAN_PRESENT
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//Environment
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Ref<EnvironmentData> get_environment();
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void set_environment(Ref<EnvironmentData> 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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//Surfaces
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Ref<VoxelSurface> get_voxel_surface(const int index) const;
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void set_voxel_surface(const int index, const Ref<VoxelSurface> voxel_surface);
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void add_voxel_surface(const Ref<VoxelSurface> voxel_surface);
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void remove_voxel_surface(const int index);
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int get_voxel_surface_count() const;
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Vector<Variant> get_voxel_surfaces();
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void set_voxel_surfaces(const Vector<Variant> &voxel_surfaces);
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void setup_library(Ref<VoxelmanLibrary> library);
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void _setup_library(Ref<VoxelmanLibrary> library);
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void generate_chunk(Ref<VoxelChunk> chunk, bool spawn_mobs);
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void generate_structure(Ref<VoxelStructure> structure, bool spawn_mobs);
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#endif
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Ref<Image> generate_map();
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Dungeon();
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~Dungeon();
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protected:
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static void _bind_methods();
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private:
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int _current_seed;
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Vector2 _level_range;
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int _posx;
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int _posy;
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int _posz;
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int _sizex;
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int _sizey;
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int _sizez;
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int _room_count;
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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<DungeonRoom> > _dungeon_rooms;
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Vector<Ref<DungeonRoom> > _dungeon_start_rooms;
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Vector<Ref<DungeonRoom> > _dungeon_end_rooms;
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Vector<Ref<DungeonCorridor> > _dungeon_corridors;
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Vector<Ref<DungeonRoom> > _dungeon_room_datas;
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Vector<Ref<DungeonRoom> > _dungeon_start_room_datas;
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Vector<Ref<DungeonRoom> > _dungeon_end_room_datas;
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Vector<Ref<DungeonCorridor> > _dungeon_corridor_datas;
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#ifdef ESS_PRESENT
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Vector<Ref<EntityData> > _entity_datas;
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#endif
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#ifdef VOXELMAN_PRESENT
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Ref<EnvironmentData> _environment;
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Vector<Ref<EnvironmentData> > _environment_datas;
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Vector<Ref<VoxelSurface> > _voxel_surfaces;
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#endif
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};
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#endif
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