redeclipse.prefabs package

class redeclipse.prefabs.AltarRoom(*arg, **kwarg)[source]

Bases: redeclipse.prefabs._3X3Room

render(world, xmap)[source]
class redeclipse.prefabs.Corridor2way(pos, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs.Room

render(world, xmap)[source]
room_type = 'hallway'
class redeclipse.prefabs.Corridor4way(pos, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs.Room

render(world, xmap)[source]
room_type = 'platform'
class redeclipse.prefabs.CrossingWalkways(*arg, **kwarg)[source]

Bases: redeclipse.prefabs._LargeRoom

light(xmap)[source]

Function which applies light entities to the unit.

render(world, xmap)[source]
class redeclipse.prefabs.DigitalRoom(*arg, **kwarg)[source]

Bases: redeclipse.prefabs._LargeRoom

render(world, xmap)[source]
class redeclipse.prefabs.FlatSpace(pos, roof=False, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs._LargeRoom

render(world, xmap)[source]
class redeclipse.prefabs.ImposingBlockRoom(*arg, **kwarg)[source]

Bases: redeclipse.prefabs._LargeRoom

light(xmap)[source]

Function which applies light entities to the unit.

render(world, xmap)[source]
class redeclipse.prefabs.ImposingRingRoom(*arg, **kwarg)[source]

Bases: redeclipse.prefabs._LargeRoom

light(xmap)[source]

Function which applies light entities to the unit.

render(world, xmap)[source]
class redeclipse.prefabs.JumpCorridor3(pos, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs.Room

light(xmap)[source]

Function which applies light entities to the unit.

render(world, xmap)[source]
room_type = 'hallway_jump'
class redeclipse.prefabs.JumpCorridorVertical(pos, orientation=CV(BV(1.0, 0.0, 0)), roof=False, randflags=None)[source]

Bases: redeclipse.prefabs.Room

render(world, xmap)[source]
room_type = 'vertical'
class redeclipse.prefabs.JumpCorridorVerticalCenter(pos, orientation=CV(BV(1.0, 0.0, 0)), roof=False, randflags=None)[source]

Bases: redeclipse.prefabs.JumpCorridorVertical

length = 1
render(world, xmap)[source]
class redeclipse.prefabs.MultiPlatform(pos, roof=False, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs._LargeRoom

light(xmap)[source]

Function which applies light entities to the unit.

render(world, xmap)[source]
class redeclipse.prefabs.NLongCorridor(pos, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs.Room

render(world, xmap)[source]
room_type = 'hallway'
class redeclipse.prefabs.PlusPlatform(pos, roof=False, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs._LargeRoom

render(world, xmap)[source]
room_type = 'platform_setpiece'
class redeclipse.prefabs.PoleRoom(*arg, **kwarg)[source]

Bases: redeclipse.prefabs._LargeRoom

light(xmap)[source]

Function which applies light entities to the unit.

render(world, xmap)[source]
class redeclipse.prefabs.Room(pos, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs.construction_kit.ConstructionKitMixin

Base ‘room’ class which all other room types inherit from

get_doorways()[source]

The get_doorways function that most things actually use, which applies the offset.

This mostly means that you only need to override _get_doorways with your doorways. Everyone will call this and have access to shifted values.

get_positions()[source]

Positions occupied by this unit

get_transition_probs()[source]

Probabilities of transitioning to other named room types

light(xmap)[source]

Function which applies light entities to the unit.

classmethod randOpts(prev)[source]
render(world, xmap)[source]
room_type = 'oriented'
tex = 1
class redeclipse.prefabs.SpawnRoom(pos, roof=None, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs.Room

render(world, xmap)[source]
room_type = 'platform_setpiece'
class redeclipse.prefabs.Stair(pos, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs.Room

render(world, xmap)[source]
room_type = 'stair'
class redeclipse.prefabs.TestRoom(pos, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs.Room

render(world, xmap)[source]
class redeclipse.prefabs.TestRoom2(pos, orientation=CV(BV(1.0, 0.0, 0)), randflags=None)[source]

Bases: redeclipse.prefabs.Room

render(world, xmap)[source]