//spreads an item through the floors //ensures that the space in floors between occurrences is kept tame public SpreadBossZoneStep() { VaultSteps = new List <IGenPriority>(); Items = new SpawnRangeList <MapItem>(); BossSteps = new SpawnRangeList <AddBossRoomStep <ListMapGenContext> >(); ItemAmount = new RangeDict <RandRange>(); ItemSpawners = new RangeDict <IStepSpawner <ListMapGenContext, MapItem> >(); ItemPlacements = new RangeDict <RandomRoomSpawnStep <ListMapGenContext, MapItem> >(); }
//spreads an item through the floors //ensures that the space in floors between occurrences is kept tame public SpreadVaultZoneStep() { VaultSteps = new List <IGenPriority>(); Items = new SpawnRangeList <MapItem>(); Mobs = new SpawnRangeList <MobSpawn>(); ItemAmount = new RangeDict <RandRange>(); ItemSpawners = new RangeDict <IStepSpawner <ListMapGenContext, MapItem> >(); ItemPlacements = new RangeDict <RandomRoomSpawnStep <ListMapGenContext, MapItem> >(); MobAmount = new RangeDict <RandRange>(); MobPlacements = new RangeDict <PlaceRandomMobsStep <ListMapGenContext> >(); }
protected SpreadBossZoneStep(SpreadBossZoneStep other, ulong seed) : this() { VaultSteps.AddRange(other.VaultSteps); Items = other.Items.CopyState(); BossSteps = other.BossSteps.CopyState(); ItemAmount = other.ItemAmount; ItemSpawners = other.ItemSpawners; ItemPlacements = other.ItemPlacements; BossRoomPriority = other.BossRoomPriority; RewardPriority = other.RewardPriority; SpreadPlan = other.SpreadPlan.Instantiate(seed); }
protected SpreadVaultZoneStep(SpreadVaultZoneStep other, ulong seed) : this() { VaultSteps.AddRange(other.VaultSteps); Items = other.Items.CopyState(); Mobs = other.Mobs.CopyState(); ItemAmount = other.ItemAmount; ItemSpawners = other.ItemSpawners; ItemPlacements = other.ItemPlacements; MobAmount = other.MobAmount; MobPlacements = other.MobPlacements; ItemPriority = other.ItemPriority; MobPriority = other.MobPriority; SpreadPlan = other.SpreadPlan.Instantiate(seed); }