Ejemplo n.º 1
0
    /// <summary>
    /// Copy Constructor -- don't call this directly, unless we never
    /// do ANY sub-classing. Instead use Clone(), which is more virtual.
    /// </summary>
    /// <param name="other"><see cref="Utility"/> being cloned.</param>
    private Utility(Utility other)
    {
        Type                 = other.Type;
        Name                 = other.Name;
        typeTags             = new HashSet <string>(other.typeTags);
        description          = other.description;
        Tint                 = other.Tint;
        deconstructInventory = other.deconstructInventory;

        Parameters = new Parameter(other.Parameters);
        Jobs       = new BuildableJobs(this, other.Jobs);

        if (other.EventActions != null)
        {
            EventActions = other.EventActions.Clone();
        }

        if (other.contextMenuLuaActions != null)
        {
            contextMenuLuaActions = new List <ContextMenuLuaAction>(other.contextMenuLuaActions);
        }

        getSpriteNameAction = other.getSpriteNameAction;

        tileTypeBuildPermissions = new HashSet <string>(other.tileTypeBuildPermissions);

        LocalizationCode       = other.LocalizationCode;
        UnlocalizedDescription = other.UnlocalizedDescription;
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Copy Constructor -- don't call this directly, unless we never
    /// do ANY sub-classing. Instead use Clone(), which is more virtual.
    /// </summary>
    /// <param name="other"><see cref="Utility"/> being cloned.</param>
    private Utility(Utility other)
    {
        Type     = other.Type;
        typeTags = new HashSet <string>(other.typeTags);
        Tint     = other.Tint;

        // add cloned order actions
        orderActions = new Dictionary <string, OrderAction>();
        foreach (var orderAction in other.orderActions)
        {
            orderActions.Add(orderAction.Key, orderAction.Value.Clone());
        }

        Parameters = new Parameter(other.Parameters);
        Jobs       = new BuildableJobs(this, other.Jobs);

        if (other.EventActions != null)
        {
            EventActions = other.EventActions.Clone();
        }

        if (other.contextMenuLuaActions != null)
        {
            contextMenuLuaActions = new List <ContextMenuLuaAction>(other.contextMenuLuaActions);
        }

        getSpriteNameAction = other.getSpriteNameAction;

        tileTypeBuildPermissions = new HashSet <string>(other.tileTypeBuildPermissions);

        LocalizationName        = other.LocalizationName;
        LocalizationDescription = other.LocalizationDescription;
    }
Ejemplo n.º 3
0
    /// <summary>
    /// Copy Constructor -- don't call this directly, unless we never
    /// do ANY sub-classing. Instead use Clone(), which is more virtual.
    /// </summary>
    private Furniture(Furniture other)
    {
        Type                 = other.Type;
        Name                 = other.Name;
        typeTags             = new HashSet <string>(other.typeTags);
        description          = other.description;
        MovementCost         = other.MovementCost;
        PathfindingModifier  = other.PathfindingModifier;
        PathfindingWeight    = other.PathfindingWeight;
        RoomEnclosure        = other.RoomEnclosure;
        Width                = other.Width;
        Height               = other.Height;
        CanRotate            = other.CanRotate;
        Rotation             = other.Rotation;
        Tint                 = other.Tint;
        LinksToNeighbour     = other.LinksToNeighbour;
        deconstructInventory = other.deconstructInventory;
        health               = other.health;

        Parameters = new Parameter(other.Parameters);
        Jobs       = new BuildableJobs(this, other.Jobs);

        // don't need to clone here, as all are prototype things (not changing)
        components = new HashSet <BuildableComponent>();
        foreach (BuildableComponent component in other.components)
        {
            components.Add(component.Clone());
        }

        if (other.Animation != null)
        {
            Animation = other.Animation.Clone();
        }

        if (other.EventActions != null)
        {
            EventActions = other.EventActions.Clone();
        }

        if (other.contextMenuLuaActions != null)
        {
            contextMenuLuaActions = new List <ContextMenuLuaAction>(other.contextMenuLuaActions);
        }

        isEnterableAction         = other.isEnterableAction;
        getSpriteNameAction       = other.getSpriteNameAction;
        getProgressInfoNameAction = other.getProgressInfoNameAction;

        tileTypeBuildPermissions = new HashSet <string>(other.tileTypeBuildPermissions);

        LocalizationCode       = other.LocalizationCode;
        UnlocalizedDescription = other.UnlocalizedDescription;

        // force true as default, to trigger OnIsOperatingChange (to sync the furniture icons after initialization)
        IsOperating = true;
    }
Ejemplo n.º 4
0
    /// <summary>
    /// Initializes a new instance of the <see cref="BuildableJobs"/> class by copying some of the values from another instance.
    /// </summary>
    /// <param name="buildEntity">The current buildable.</param>
    /// <param name="jobs">The buildable jobs to copy from.</param>
    public BuildableJobs(IBuildable buildEntity, BuildableJobs jobs)
    {
        buildable  = buildEntity;
        activeJobs = new List <Job>();
        pausedJobs = new List <Job>();

        WorkSpotOffset   = jobs.WorkSpotOffset;
        InputSpotOffset  = jobs.InputSpotOffset;
        OutputSpotOffset = jobs.OutputSpotOffset;
    }
Ejemplo n.º 5
0
    /// <summary>
    /// Copy Constructor -- don't call this directly, unless we never
    /// do ANY sub-classing. Instead use Clone(), which is more virtual.
    /// </summary>
    private Furniture(Furniture other)
    {
        Type                 = other.Type;
        Name                 = other.Name;
        typeTags             = new HashSet <string>(other.typeTags);
        description          = other.description;
        MovementCost         = other.MovementCost;
        PathfindingModifier  = other.PathfindingModifier;
        PathfindingWeight    = other.PathfindingWeight;
        RoomEnclosure        = other.RoomEnclosure;
        Width                = other.Width;
        Height               = other.Height;
        CanRotate            = other.CanRotate;
        Rotation             = other.Rotation;
        Tint                 = other.Tint;
        LinksToNeighbour     = other.LinksToNeighbour;
        deconstructInventory = other.deconstructInventory;
        health               = other.health;

        Parameters = new Parameter(other.Parameters);
        Jobs       = new BuildableJobs(this, other.Jobs);

        // don't need to clone here, as all are prototype things (not changing)
        components = new HashSet <BuildableComponent>(other.components);

        if (other.Animation != null)
        {
            Animation = other.Animation.Clone();
        }

        if (other.EventActions != null)
        {
            EventActions = other.EventActions.Clone();
        }

        if (other.contextMenuLuaActions != null)
        {
            contextMenuLuaActions = new List <ContextMenuLuaAction>(other.contextMenuLuaActions);
        }

        isEnterableAction         = other.isEnterableAction;
        getSpriteNameAction       = other.getSpriteNameAction;
        getProgressInfoNameAction = other.getProgressInfoNameAction;

        if (other.PowerConnection != null)
        {
            PowerConnection = other.PowerConnection.Clone() as Connection;
            PowerConnection.NewThresholdReached += OnNewThresholdReached;
        }

        tileTypeBuildPermissions = new HashSet <string>(other.tileTypeBuildPermissions);

        LocalizationCode       = other.LocalizationCode;
        UnlocalizedDescription = other.UnlocalizedDescription;
    }
Ejemplo n.º 6
0
    /// TODO: Implement object rotation
    /// <summary>
    /// Initializes a new instance of the <see cref="Utility"/> class.
    /// </summary>
    public Utility()
    {
        Tint         = new Color(1f, 1f, 1f, .25f);
        EventActions = new EventActions();

        contextMenuLuaActions = new List <ContextMenuLuaAction>();
        Parameters            = new Parameter();
        Jobs     = new BuildableJobs(this);
        typeTags = new HashSet <string>();
        tileTypeBuildPermissions = new HashSet <string>();
    }
Ejemplo n.º 7
0
    /// <summary>
    /// Initializes a new instance of the <see cref="Furniture"/> class.
    /// This constructor is used to create prototypes and should never be used ouside the Prototype Manager.
    /// </summary>
    public Furniture()
    {
        Tint         = Color.white;
        VerticalDoor = false;
        EventActions = new EventActions();

        contextMenuLuaActions = new List <ContextMenuLuaAction>();
        Parameters            = new Parameter();
        Jobs     = new BuildableJobs(this);
        typeTags = new HashSet <string>();
        tileTypeBuildPermissions = new HashSet <string>();
        PathfindingWeight        = 1f;
        PathfindingModifier      = 0f;
        Height           = 1;
        Width            = 1;
        CanRotate        = false;
        Rotation         = 0f;
        DragType         = "single";
        LinksToNeighbour = string.Empty;
        components       = new HashSet <BuildableComponent>();
    }
Ejemplo n.º 8
0
    /// <summary>
    /// Copy Constructor -- don't call this directly, unless we never
    /// do ANY sub-classing. Instead use Clone(), which is more virtual.
    /// </summary>
    private Furniture(Furniture other)
    {
        Type                = other.Type;
        typeTags            = new HashSet <string>(other.typeTags);
        MovementCost        = other.MovementCost;
        PathfindingModifier = other.PathfindingModifier;
        PathfindingWeight   = other.PathfindingWeight;
        RoomEnclosure       = other.RoomEnclosure;
        Width               = other.Width;
        Height              = other.Height;
        CanRotate           = other.CanRotate;
        Rotation            = other.Rotation;
        Tint                = other.Tint;
        LinksToNeighbour    = other.LinksToNeighbour;
        health              = other.health;

        Parameters = new Parameter(other.Parameters);
        Jobs       = new BuildableJobs(this, other.Jobs);

        // add cloned components
        components = new HashSet <BuildableComponent>();
        foreach (BuildableComponent component in other.components)
        {
            components.Add(component.Clone());
        }

        // add cloned order actions
        orderActions = new Dictionary <string, OrderAction>();
        foreach (var orderAction in other.orderActions)
        {
            orderActions.Add(orderAction.Key, orderAction.Value.Clone());
        }

        if (other.Animation != null)
        {
            Animation = other.Animation.Clone();
        }

        if (other.EventActions != null)
        {
            EventActions = other.EventActions.Clone();
        }

        if (other.contextMenuLuaActions != null)
        {
            contextMenuLuaActions = new List <ContextMenuLuaAction>(other.contextMenuLuaActions);
        }

        if (other.ReplaceableFurniture != null)
        {
            replaceableFurniture = other.ReplaceableFurniture;
        }

        isEnterableAction = other.isEnterableAction;

        getProgressInfoNameAction = other.getProgressInfoNameAction;

        tileTypeBuildPermissions = new HashSet <string>(other.tileTypeBuildPermissions);

        RequiresSlowUpdate = EventActions.HasEvent("OnUpdate") || components.Any(c => c.RequiresSlowUpdate);

        RequiresFastUpdate = EventActions.HasEvent("OnFastUpdate") || components.Any(c => c.RequiresFastUpdate);

        LocalizationCode       = other.LocalizationCode;
        UnlocalizedDescription = other.UnlocalizedDescription;

        // force true as default, to trigger OnIsOperatingChange (to sync the furniture icons after initialization)
        IsOperating = true;
    }