DungeonPlan class
Where the parts of a Dungeon lie, in world cells: its floor rolled from its site, its three rooms along x, the spawners of the two guard rooms and the last room's chest. The dungeon draws from it, and a game finds the same cells by it without reading the world.
Constructors
- DungeonPlan.of(Dungeon dungeon, PlacedStructure site, int roll(int salt))
-
The plan of
dungeonatsite, whose rolls areroll: the drawing'sStructureSite.roll, or a game'sSpecGenerator.rollOf(site).factory
Properties
- chest → IVec3?
-
The cell of the last room's chest, in its middle, or null when the
dungeon has no chest.
final
- floor → int
-
The world y of the bricks under every room; one stands at floor + 1.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
-
rooms
→ List<
DungeonRoom> -
The three rooms, west to east: two guard rooms, then the larger last
one. A room's
DungeonRoom.centreis the cell over its floor in its middle.final - runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
-
spawners
→ List<
IVec3> -
The cells of the guard rooms' spawner blocks, none when the dungeon has
no spawner.
final
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited