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path: root/data/maps/control_center/connections.txtpb
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pre { line-height: 125%; }
td.linenos .normal { color: inherit; background-color: transparent; padding-left: 5px; padding-right: 5px; }
span.linenos { color: inherit; background-color: transparent; padding-left: 5px; padding-right: 5px; }
td.linenos .special { color: #000000; background-color: #ffffc0; padding-left: 5px; padding-right: 5px; }
span.linenos.special { color: #000000; background-color: #ffffc0; padding-left: 5
connections {
  from_room: "Entry"
  to_room: "Main Area"
  door { name: "Front Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Stormy Entrance"
  door { name: "Stormy Entrance" }
}
connections {
  from_room: "Entry"
  to_room: "Hide Room"
  door { name: "Hidden Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Mint Ending"
  door { name: "Mint Ending Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Entry Entrance"
  door { name: "X1 Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Unkempt Entrance"
  door { name: "Unkempt Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Partial Entrance"
  door { name: "Partial Door" }
}
connections {
  from_room: "Main Area"
  to_room: "White Ending"
  door { name: "White Ending Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Repetitive Entrance"
  door { name: "Repetitive Entrance" }
}
connections {
  from_room: "Main Area"
  to_room: "Perceptive Entrance"
  door { name: "Perceptive From Outside" }
}
connections {
  from_room: "Main Area"
  to_room: "Perceptive Entrance"
  door { name: "Perceptive From Inside" }
}
connections {
  from_room: "Main Area"
  to_room: "Ancient Entrance"
  door { name: "Ancient Entrance" }
}
connections {
  from_room: "Main Area"
  to_room: "Between Entrance"
  door { name: "Between Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Desert Room"
  door { name: "Desert Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Shop Entrance"
  door { name: "Shop Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Tenacious Entrance"
  door { name: "Tenacious Door" }
}
connections {
  from_room: "Main Area"
  to_room: "Unyielding Entrance"
  door { name: "Unyielding Door" }
}
} bool shouldQuit() const { return shouldQuit_; } void quit() { shouldQuit_ = true; } template <typename T> void emplaceSystem() { systems_.push_back(std::make_unique<T>(*this)); systemByKey_[T::Key] = systems_.back().get(); } template <typename T> T& getSystem() { return *dynamic_cast<T*>(systemByKey_.at(T::Key)); } auto systems() { return systems_ | ranges::views::transform([&] (std::unique_ptr<System>& systemPtr) -> System& { return *systemPtr; }); } int emplaceSprite(std::string alias); void destroySprite(int id); const Sprite& getSprite(int id) const { return sprites_.at(id); } Sprite& getSprite(int id) { return sprites_.at(id); } const std::set<int>& getSprites() { return spriteIds_; } int getSpriteByAlias(std::string alias) const { return spritesByAlias_.at(alias); } auto spriteView() const { return ranges::views::transform([&] (int id) -> const Sprite& { return sprites_.at(id); }); } auto spriteView() { return ranges::views::transform([&] (int id) -> Sprite& { return sprites_.at(id); }); } void loadMap(std::string filename); const Map& getMap() const { return *map_; } const Font& getFont() const { return font_; } std::mt19937& getRng() { return *rng_; } void pauseGameplay() { paused_ = true; } void unpauseGameplay() { paused_ = false; } bool isGameplayPaused() const { return paused_; } private: Mixer mixer_; bool shouldQuit_ = false; std::list<std::unique_ptr<System>> systems_; std::map<SystemKey, System*> systemByKey_; std::set<int> spriteIds_; std::deque<int> idsToReuse_; std::vector<Sprite> sprites_; std::map<std::string, int> spritesByAlias_; std::unique_ptr<Map> map_; Font font_; std::mt19937* rng_; bool paused_ = false; }; #endif /* end of include guard: GAME_H_E6F1396E */