79 lines
2.8 KiB
C
79 lines
2.8 KiB
C
/*
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* MIT License
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*
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* Copyright (c) 2019-2021 Benoit Pelletier
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*
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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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*
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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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*
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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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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "ProceduralDungeonTypes.generated.h"
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UENUM()
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enum class EGenerationState : uint8
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{
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None UMETA(DisplayName = "None"),
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Generation UMETA(DisplayName = "Generation"),
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Load UMETA(DisplayName = "Load"),
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Initialization UMETA(DisplayName = "Initialization"),
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Unload UMETA(DisplayName = "Unload"),
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NbState UMETA(Hidden)
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};
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UENUM(BlueprintType)
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enum class EDoorDirection : uint8
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{
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North = 0 UMETA(DisplayName = "North"), // rotation = 0 (world forward)
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East = 255 UMETA(DisplayName = "East"), // rotation = -90 (world right)
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West = 1 UMETA(DisplayName = "West"), // rotation = 90 (world left)
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South = 2 UMETA(DisplayName = "South"), // rotation = 180 (world backward)
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NbDirection = 4 UMETA(Hidden)
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};
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UENUM()
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enum class EGenerationType : uint8
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{
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DFS = 0 UMETA(DisplayName = "Depth First", Tooltip = "Make the dungeon more linear"),
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BFS = 1 UMETA(DisplayName = "Breadth First", Tooltip = "Make the dungeon less linear"),
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NbType = 2 UMETA(Hidden)
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};
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UENUM()
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enum class ESeedType : uint8
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{
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Random = 0 UMETA(DisplayName = "Random", Tooltip = "Random seed at each generation"),
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AutoIncrement = 1 UMETA(DisplayName = "Auto Increment", Tooltip = "Get the initial seed and increment at each generation"),
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Fixed = 2 UMETA(DisplayName = "Fixed", Tooltip = "Always use initial seed (or you can set it manually via blueprint)"),
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NbType = 3 UMETA(Hidden)
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};
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USTRUCT()
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struct FDoorDef
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category = "DoorDef")
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FIntVector Position;
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UPROPERTY(EditAnywhere, Category = "DoorDef")
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EDoorDirection Direction;
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};
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