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world.h
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world.h
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#pragma once
#include "engine.h"
#include <any>
#include <unordered_map>
struct Level;
struct PeopleMapping;
struct WorldCrafting
: public CraftingPipeline
, public AccessWorld_UseUnique<Level>
, public AccessWorld_UseUnique<PeopleMapping>
, public AccessWorld_ModifyWorld
, public AccessWorld_ModifyEntity
, public AccessYAML
{
void execute_crafting() override;
void create_warehouse(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_machine_shop(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_library(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_cleric(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_inn(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_temple(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_mess_hall(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_gymnasium(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_mineshaft(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_junkyard(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_foundry(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_skyport(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_lounge(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_market(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_drinking_hole(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_shrine(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_abandoned_warehouse(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_black_market(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_monolith(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_hidden_nook(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
void create_haunted_spot(Level& level, PeopleMapping& mapping, int region, std::vector<WorldPosition> tiles, WorldPosition center);
Entity create_wares(WorldPosition tile, char sym = WIRE_SYM);
Entity create_furnace(WorldPosition wp);
Entity create_machine(WorldPosition wp);
Entity create_bookshelf(WorldPosition wp);
Entity create_chest(WorldPosition wp);
void block_sight(Entity e, WorldPosition wp);
void block_walking(Entity e, WorldPosition wp);
void block_sight_walking(Entity e, WorldPosition wp);
};