level.LevelStruct
level.LevelStruct
Fields
| Name | Type | |
|---|---|---|
user | User | |
lInfos | Virtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth] | |
rng | libs.Rand | |
nodes | haxe.ds.StringMap | |
all | hl.types.ArrayObj | |
zLinkId | I32 | |
defaultGroup | I32 | |
addCorridorsBeforeRunicZDoors | Bool | |
| static | get | Fun |
Protos
f@31775createNode(level.LevelStruct, String, String, Null, String) → level.RoomNodef@31776createExit(level.LevelStruct, String, String, Null, String) → level.RoomNodef@31777getId(level.LevelStruct, String) → level.RoomNodef@31778listBetween(level.LevelStruct, String, Dyn, Null) → hl.types.ArrayObjf@31779addRooms(level.LevelStruct, String, String, Null, I32, String, Dyn, Null) → hl.types.ArrayObjf@31780createCross(level.LevelStruct, String) → level.RoomNodef@31781createZChallengeAfter(level.LevelStruct, level.RoomNode, Bool, String, String, Null) → Voidf@31782addZChallengeContent(level.LevelStruct, level.RoomNode, level.RoomNode) → Voidf@31783createCursedChestNodes(level.LevelStruct, F64) → hl.types.ArrayObjf@31784createTimedBranch(level.LevelStruct, Null) → level.RoomNodef@31785createTimedBranchBefore(level.LevelStruct, level.RoomNode, Null) → level.RoomNodef@31786createTeleportAfter(level.LevelStruct, level.RoomNode, Null) → level.RoomNodef@31787createTeleportBefore(level.LevelStruct, level.RoomNode, Null) → level.RoomNodef@31788_createTeleport(level.LevelStruct, level.RoomNode, Null) → level.RoomNodef@31789addTeleports(level.LevelStruct) → Voidf@31790canGenerateThisLoreRoom(level.LevelStruct, Virtual[Intention, arc, examinables, fxEmitters, levels, onlyUseOnce, rarity, requiredLore, requiredMeta, room, roomLoot, sprites, status, structMode]) → Boolf@31791pickRandomLoreRoom(level.LevelStruct, hl.types.ArrayObj) → Virtual[Intention, arc, examinables, fxEmitters, levels, onlyUseOnce, rarity, requiredLore, requiredMeta, room, roomLoot, sprites, status, structMode]f@31792getOutsideLoreRoomSpot(level.LevelStruct) → level.RoomNodef@31793getInsideLoreRoomSpot(level.LevelStruct) → level.RoomNodef@31794allowLoreRoomBefore(level.LevelStruct, level.RoomNode) → Boolf@31795addLoreRoom(level.LevelStruct, Virtual[Intention, arc, examinables, fxEmitters, levels, onlyUseOnce, rarity, requiredLore, requiredMeta, room, roomLoot, sprites, status, structMode], Null) → Voidf@31796buildEssentialLoreRooms(level.LevelStruct) → Voidf@31797buildLoreRooms(level.LevelStruct) → Voidf@31798tryAddLoreRoom(level.LevelStruct, Virtual[Intention, arc, examinables, fxEmitters, levels, onlyUseOnce, rarity, requiredLore, requiredMeta, room, roomLoot, sprites, status, structMode]) → Voidf@31799shouldBuildEliteRoom(level.LevelStruct, libs.Rand) → Boolf@31800removeEliteRoomBefore(level.LevelStruct, level.RoomNode) → Boolf@31801buildEliteRooms(level.LevelStruct) → Voidf@31802createRunicZDoor(level.LevelStruct, Null, level.RoomNode, I32, level.ZDoorContentClue, Null, Null, hl.types.ArrayObj) → level.RoomNodef@31803buildMainRooms(level.LevelStruct) → level.RoomNodef@31804buildSecondaryRooms(level.LevelStruct) → Voidf@31805buildTimedDoors(level.LevelStruct) → Voidf@31806buildZChallengeDoors(level.LevelStruct) → Voidf@31807buildTriggeredDoors(level.LevelStruct, hl.types.ArrayObj) → Voidf@31808finalize(level.LevelStruct) → Voidf@31809applyDifficulty(level.LevelStruct) → Void
Bindings
- static
f@31811__constructor__(level.LevelStruct, User, Virtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth], libs.Rand) → Void - static
f@31810get(User, Virtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth], libs.Rand) → level.LevelStruct