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path: root/scripts/map/DungeonGenerator.cs
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-rw-r--r--scripts/map/DungeonGenerator.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/scripts/map/DungeonGenerator.cs b/scripts/map/DungeonGenerator.cs
index 6a159c9..f016dd2 100644
--- a/scripts/map/DungeonGenerator.cs
+++ b/scripts/map/DungeonGenerator.cs
@@ -159,8 +159,8 @@ public partial class DungeonGenerator : Node
// Só podemos colocar um ator por ponto no espaço.
bool canPlace = true;
- foreach (Actor actor in data.Actors) {
- if (actor.GridPosition == position) {
+ foreach (Entity entity in data.Entities) {
+ if (entity.GridPosition == position) {
canPlace = false;
break;
}
@@ -169,8 +169,8 @@ public partial class DungeonGenerator : Node
// Se possível, criamos um inimigo aleatório na posição escolhida.
if (canPlace) {
EnemyDefinition definition = enemies.PickRandom();
- Enemy enemy = new Enemy(position, data, definition);
- data.InsertActor(enemy);
+ Enemy enemy = new(position, data, definition);
+ data.InsertEntity(enemy);
}
}
}
@@ -211,7 +211,7 @@ public partial class DungeonGenerator : Node
/// <param name="data">O mapa</param>
/// <param name="start">Ponto inicial</param>
/// <param name="end">Ponto final.</param>
- private void TunnelBetween(MapData data, Vector2I start, Vector2I end) {
+ private static void TunnelBetween(MapData data, Vector2I start, Vector2I end) {
HorizontalCorridor(data, start.Y, start.X, end.X);
VerticalCorridor(data, end.X, start.Y, end.Y);
}
@@ -221,7 +221,7 @@ public partial class DungeonGenerator : Node
/// </summary>
/// <param name="data">O mapa</param>
/// <param name="root">Divisão mestre.</param>
- private void TunnelDivisions(MapData data, MapDivision root) {
+ private static void TunnelDivisions(MapData data, MapDivision root) {
if (root.IsLeaf) {
return;
}