Contains() public method

public Contains ( PPos uv ) : bool
uv PPos
return bool
        public FrozenActor(Actor self, PPos[] footprint, Shroud shroud, bool startsRevealed)
        {
            actor           = self;
            this.shroud     = shroud;
            NeedRenderables = startsRevealed;

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                        .Where(m => shroud.Contains(m))
                        .ToArray();

            if (Footprint.Length == 0)
            {
                throw new ArgumentException(("This frozen actor has no footprint.\n" +
                                             "Actor Name: {0}\n" +
                                             "Actor Location: {1}\n" +
                                             "Input footprint: [{2}]\n" +
                                             "Input footprint (after shroud.Contains): [{3}]")
                                            .F(actor.Info.Name,
                                               actor.Location.ToString(),
                                               footprint.Select(p => p.ToString()).JoinWith("|"),
                                               footprint.Select(p => shroud.Contains(p).ToString()).JoinWith("|")));
            }

            CenterPosition = self.CenterPosition;
            Bounds         = self.Bounds;
            TargetTypes    = self.GetEnabledTargetTypes().ToHashSet();

            tooltip = self.TraitsImplementing <ITooltip>().FirstOrDefault();
            health  = self.TraitOrDefault <IHealth>();

            UpdateVisibility();
        }
        public FrozenActor(Actor actor, ICreatesFrozenActors frozenTrait, PPos[] footprint, Player viewer, bool startsRevealed)
        {
            this.actor       = actor;
            this.frozenTrait = frozenTrait;
            this.viewer      = viewer;
            shroud           = viewer.Shroud;
            NeedRenderables  = startsRevealed;

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                        .Where(m => shroud.Contains(m))
                        .ToArray();

            if (Footprint.Length == 0)
            {
                throw new ArgumentException(("This frozen actor has no footprint.\n" +
                                             "Actor Name: {0}\n" +
                                             "Actor Location: {1}\n" +
                                             "Input footprint: [{2}]\n" +
                                             "Input footprint (after shroud.Contains): [{3}]")
                                            .F(actor.Info.Name,
                                               actor.Location.ToString(),
                                               footprint.Select(p => p.ToString()).JoinWith("|"),
                                               footprint.Select(p => shroud.Contains(p).ToString()).JoinWith("|")));
            }

            CenterPosition = actor.CenterPosition;

            tooltips = actor.TraitsImplementing <ITooltip>().ToArray();
            health   = actor.TraitOrDefault <IHealth>();

            UpdateVisibility();
        }
Beispiel #3
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        public FrozenActor(Actor self, MPos[] footprint, Shroud shroud)
        {
            actor       = self;
            this.shroud = shroud;

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                        .Where(m => shroud.Contains(m))
                        .ToArray();

            CenterPosition = self.CenterPosition;
            Bounds         = self.Bounds;

            UpdateVisibility();
        }
        public FrozenActor(Actor self, MPos[] footprint, Shroud shroud)
        {
            actor = self;
            this.shroud = shroud;

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                .Where(m => shroud.Contains(m))
                .ToArray();

            CenterPosition = self.CenterPosition;
            Bounds = self.Bounds;

            UpdateVisibility();
        }
Beispiel #5
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        public FrozenActor(Actor self, PPos[] footprint, Shroud shroud, bool startsRevealed)
        {
            actor              = self;
            this.shroud        = shroud;
            NeedRenderables    = startsRevealed;
            removeFrozenActors = self.TraitsImplementing <IRemoveFrozenActor>().ToArray();

            // Consider all cells inside the map area (ignoring the current map bounds)
            Footprint = footprint
                        .Where(m => shroud.Contains(m))
                        .ToArray();

            CenterPosition = self.CenterPosition;
            Bounds         = self.Bounds;
            TargetTypes    = self.TraitsImplementing <ITargetable>().Where(Exts.IsTraitEnabled).SelectMany(t => t.TargetTypes).ToHashSet();

            UpdateVisibility();
        }
Beispiel #6
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		public FrozenActor(Actor self, PPos[] footprint, Shroud shroud, bool startsRevealed)
		{
			actor = self;
			this.shroud = shroud;
			NeedRenderables = startsRevealed;
			removeFrozenActors = self.TraitsImplementing<IRemoveFrozenActor>().ToArray();

			// Consider all cells inside the map area (ignoring the current map bounds)
			Footprint = footprint
				.Where(m => shroud.Contains(m))
				.ToArray();

			CenterPosition = self.CenterPosition;
			Bounds = self.Bounds;
			TargetTypes = self.TraitsImplementing<ITargetable>().Where(Exts.IsTraitEnabled).SelectMany(t => t.TargetTypes).ToHashSet();

			UpdateVisibility();
		}