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 dungeon at site, whose rolls are roll: the drawing's StructureSite.roll, or a game's SpecGenerator.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.centre is 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