cirnogodot/Scripts/Resources/RogueliteMapTheme.cs

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using System.Collections.Generic;
using System.Linq;
using Cirno.Scripts.Activables;
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using Cirno.Scripts.Actors;
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using Cirno.Scripts.Resources.Loot;
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using Cirno.Scripts.Resources.Roguelite;
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using Cirno.Scripts.Utils;
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using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources;
[GlobalClass]
public partial class RogueliteMapTheme : Resource
{
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[ExportCategory("Dimensions")]
[Export] public Vector2I TileSize { get; set; } = new Vector2I(16, 16);
[Export] public Vector2I RoomSizeInTiles { get; set; } = new Vector2I(20, 10);
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[ExportGroup("Prefabs")]
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[Export] public PackedScene HorizontalDoorPrefab { get; set; }
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[Export] public PackedScene HorizontalNorthWallPrefab { get; set; }
[Export] public PackedScene HorizontalSouthWallPrefab { get; set; }
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[Export] public PackedScene VerticalDoorPrefab { get; set; }
[Export] public PackedScene VerticalWallPrefab { get; set; }
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[Export] public PackedScene VerticalSecretDoorPrefab { get; set; }
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[Export] public PackedScene DoorLockPrefab { get; set; }
[Export] public PackedScene KeyCardPrefab { get; set; }
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[Export] public PackedScene ChestPrefab { get; set; }
[Export] public PackedScene VendingMachinePrefab { get; set; }
[Export] public Array<PackedScene> KeyCardsPrefabs { get; set; }
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[Export] public PackedScene ShroudPrefab { get; set; }
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[Export] public LootItem PointItemResource { get; set; }
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[Export] public PackedScene TeleporterPrefab { get; set; }
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[Export] public PackedScene LevelTeleporterPrefab { get; set; }
[Export] public StringName LevelTeleporterDestinationPath { get; set; }
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[ExportGroup("Chances")]
[Export] public double ChestChance { get; set; }
[Export] public float EnemyDropChance { get; set; }
[Export] public LootTable ChestLootTable { get; set; }
[Export] public LootTable ShopLootTable { get; set; }
[Export] public LootTable EnemiesLootTable { get; set; }
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[Export] public LootTable WeaponsLootTable { get; set; }
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[ExportCategory("Rooms")]
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[Export] public Array<RogueliteRoomResource> Rooms { get; set; }
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[ExportCategory("Floors")]
[Export] public Array<RogueliteFloorResource> Floors { get; set; } = [];
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[ExportCategory("Loot Counts")] public int MaxChestLoot { get; set; } = 100;
public Queue<LootItem> ChestLootQueue { get; private set; }
public Queue<LootItem> MakeChestLootQueue()
{
ChestLootQueue = new Queue<LootItem>().EnqueueRange(ChestLootTable.Items.ToList().Shuffle(MaxChestLoot));
return ChestLootQueue;
}
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public List<TeleporterMarker> TeleportersList { get; set; } = [];
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}