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Class "RoomDescriptor"⚓︎

Modified Variables⚓︎


AllowedDoors⚓︎

DoorSet AllowedDoors⚓︎

Now properly returns a value.

Returns a bitmask corresponding to which door slots are currently enabled.

Doors are typically only included in this bitmask when there is a door currently present, even if the room would allow a door in that slot.

Example

This tests if the DoorSlot LEFT0 is enabled.

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if roomDesc.AllowedDoors & (1 << DoorSlot.LEFT0) ~= 0 then
    print("Room has a door in slot LEFT0")
end


Functions⚓︎

AddRestrictedGridIndex ()⚓︎

void AddRestrictedGridIndex ( int GridIndex )⚓︎


Doors⚓︎

int[] Doors⚓︎

Allows you to check which level grid index each DoorSlot in the room connects to.

For example, roomdesc.Doors[DoorSlot.UP0] provides the level grid index that the upwards door would connect to.

The value will be -1 if the RoomShape does not allow a door in that slot.

Note that this typically provides a valid index even if there is no door present, and even if the room itself does not allow a door in that slot.


GetEntitiesSaveState ()⚓︎

EntitiesSaveStateVector GetEntitiesSaveState ( )⚓︎


GetGridEntitiesSaveState ()⚓︎

GridEntitiesSaveStateVector GetGridEntitiesSaveState ( )⚓︎


GetRestrictedGridIndexes ()⚓︎

int[] GetRestrictedGridIndexes ( )⚓︎


InitSeeds ()⚓︎

void InitSeeds ( RNG RNG )⚓︎


Variables⚓︎

BossDeathSeed⚓︎

int BossDeathSeed⚓︎