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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Functions⚓︎
AddRestrictedGridIndex ()⚓︎
void AddRestrictedGridIndex ( int GridIndex )⚓︎
GetDimension ()⚓︎
Dimension GetDimension ( )⚓︎
Returns the Dimension that this room exists in.
GetEntitiesSaveState ()⚓︎
EntitiesSaveStateVector GetEntitiesSaveState ( )⚓︎
GetGridEntitiesSaveState ()⚓︎
GridEntitiesSaveStateVector GetGridEntitiesSaveState ( )⚓︎
GetNeighboringRooms ()⚓︎
table GetNeighboringRooms ( )⚓︎
Returns a table that maps DoorSlot to RoomDescriptor for all of the current neighbors of this room.
Don't use ipairs
to iterate over this, use pairs
!
Example Code
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GetRestrictedGridIndexes ()⚓︎
int[] GetRestrictedGridIndexes ( )⚓︎
InitSeeds ()⚓︎
void InitSeeds ( RNG RNG )⚓︎
Variables⚓︎
BossDeathSeed⚓︎
int BossDeathSeed⚓︎
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.