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Bookworm/Plugins/ProceduralDungeon/Source/ProceduralDungeon/Public/ProceduralDungeonTypes.h

79 lines
2.8 KiB
C

/*
* MIT License
*
* Copyright (c) 2019-2021 Benoit Pelletier
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ProceduralDungeonTypes.generated.h"
UENUM()
enum class EGenerationState : uint8
{
None UMETA(DisplayName = "None"),
Generation UMETA(DisplayName = "Generation"),
Load UMETA(DisplayName = "Load"),
Initialization UMETA(DisplayName = "Initialization"),
Unload UMETA(DisplayName = "Unload"),
NbState UMETA(Hidden)
};
UENUM(BlueprintType)
enum class EDoorDirection : uint8
{
North = 0 UMETA(DisplayName = "North"), // rotation = 0 (world forward)
East = 255 UMETA(DisplayName = "East"), // rotation = -90 (world right)
West = 1 UMETA(DisplayName = "West"), // rotation = 90 (world left)
South = 2 UMETA(DisplayName = "South"), // rotation = 180 (world backward)
NbDirection = 4 UMETA(Hidden)
};
UENUM()
enum class EGenerationType : uint8
{
DFS = 0 UMETA(DisplayName = "Depth First", Tooltip = "Make the dungeon more linear"),
BFS = 1 UMETA(DisplayName = "Breadth First", Tooltip = "Make the dungeon less linear"),
NbType = 2 UMETA(Hidden)
};
UENUM()
enum class ESeedType : uint8
{
Random = 0 UMETA(DisplayName = "Random", Tooltip = "Random seed at each generation"),
AutoIncrement = 1 UMETA(DisplayName = "Auto Increment", Tooltip = "Get the initial seed and increment at each generation"),
Fixed = 2 UMETA(DisplayName = "Fixed", Tooltip = "Always use initial seed (or you can set it manually via blueprint)"),
NbType = 3 UMETA(Hidden)
};
USTRUCT()
struct FDoorDef
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = "DoorDef")
FIntVector Position;
UPROPERTY(EditAnywhere, Category = "DoorDef")
EDoorDirection Direction;
};