Ejemplo n.º 1
0
 //Method to spawn fissure
 public void MakeAndSpawnFissure(FissureSize size, IntVec3 loc)
 {
     if (size == FissureSize.SteamGeyser)
     {
         GenSpawn.Spawn(ThingDef.Named("SteamGeyser"), loc);
     }
     else
     {
         Fissure fis = (Fissure)ThingMaker.MakeThing(ThingDef.Named("MD2Fissure"));
         fis.size = size;
         GenSpawn.Spawn(fis, loc);
     }
 }
Ejemplo n.º 2
0
 public Fissure()
 {
     int num = Rand.Range(1, 4);
     switch (num)
     {
         case 1:
             this.size = FissureSize.Small;
             break;
         case 2:
             this.size = FissureSize.Medium;
             break;
         case 3:
             this.size = FissureSize.Large;
             break;
         default:
             this.size = FissureSize.Small;
             break;
     }
 }
Ejemplo n.º 3
0
        private float PowerUsageFor(FissureSize size)
        {
            switch (size)
            {
            case FissureSize.SteamGeyser:
                return(-1200f);

            case FissureSize.Large:
                return(-1000f);

            case FissureSize.Medium:
                return(-750f);

            case FissureSize.Small:
                return(-550f);

            default:
                return(-this.powerTrader.props.basePowerConsumption);
            }
        }
Ejemplo n.º 4
0
 //Method to get a random time based on the fissure type
 public int RandomDigTimeFrom(FissureSize size)
 {
     if (size == FissureSize.Small)
     {
         return((int)Rand.Range(35000, 45000));
     }
     if (size == FissureSize.Medium)
     {
         return((int)Rand.Range(45000, 55000));
     }
     if (size == FissureSize.Large)
     {
         return((int)Rand.Range(60000, 75000));
     }
     if (size == FissureSize.SteamGeyser)
     {
         return((int)Rand.Range(60000, 90000));
     }
     return((int)Rand.Range(25000, 55000));
 }
Ejemplo n.º 5
0
        public Fissure()
        {
            int num = Rand.Range(1, 4);

            switch (num)
            {
            case 1:
                this.size = FissureSize.Small;
                break;

            case 2:
                this.size = FissureSize.Medium;
                break;

            case 3:
                this.size = FissureSize.Large;
                break;

            default:
                this.size = FissureSize.Small;
                break;
            }
        }
Ejemplo n.º 6
0
 private void CycleThroughFissuresToGenerate()
 {
     count++;
     if (this.count > 3)
     {
         this.count = 0;
     }
     if (this.count == 0)
     {
         this.fissureSize = FissureSize.Small;
     }
     if (this.count == 1)
     {
         this.fissureSize = FissureSize.Medium;
     }
     if (this.count == 2)
     {
         this.fissureSize = FissureSize.Large;
     }
     if (this.count == 3)
     {
         this.fissureSize = FissureSize.SteamGeyser;
     }
 }
Ejemplo n.º 7
0
 public Fissure(FissureSize size)
 {
     this.size = size;
 }
Ejemplo n.º 8
0
 public Fissure(FissureSize size)
 {
     this.size = size;
 }
Ejemplo n.º 9
0
 //Overload to use generator base location as location
 public void MakeAndSpawnFissure(FissureSize size)
 {
     MakeAndSpawnFissure(size, base.Position);
 }
 private float PowerUsageFor(FissureSize size)
 {
     switch (size)
     {
         case FissureSize.SteamGeyser:
             return -1200f;
         case FissureSize.Large:
             return -1000f;
         case FissureSize.Medium:
             return -750f;
         case FissureSize.Small:
             return -550f;
         default:
             return -this.powerTrader.props.basePowerConsumption;
     }
 }
 private void CycleThroughFissuresToGenerate()
 {
     count++;
     if (this.count > 3)
     {
         this.count = 0;
     }
     if (this.count == 0)
     {
         this.fissureSize = FissureSize.Small;
     }
     if (this.count == 1)
     {
         this.fissureSize = FissureSize.Medium;
     }
     if (this.count == 2)
     {
         this.fissureSize = FissureSize.Large;
     }
     if (this.count == 3)
     {
         this.fissureSize = FissureSize.SteamGeyser;
     }
 }
 //Method to get a random time based on the fissure type
 public int RandomDigTimeFrom(FissureSize size)
 {
     if (size == FissureSize.Small)
     {
         return (int)Rand.Range(35000, 45000);
     }
     if (size == FissureSize.Medium)
     {
         return (int)Rand.Range(45000, 55000);
     }
     if (size == FissureSize.Large)
     {
         return (int)Rand.Range(60000, 75000);
     }
     if (size == FissureSize.SteamGeyser)
     {
         return (int)Rand.Range(60000, 90000);
     }
     return (int)Rand.Range(25000, 55000);
 }
 //Overload to use generator base location as location
 public void MakeAndSpawnFissure(FissureSize size)
 {
     MakeAndSpawnFissure(size, base.Position);
 }
 //Method to spawn fissure
 public void MakeAndSpawnFissure(FissureSize size, IntVec3 loc)
 {
     if (size == FissureSize.SteamGeyser)
     {
         GenSpawn.Spawn(ThingDef.Named("SteamGeyser"), loc);
     }
     else
     {
         Fissure fis = (Fissure)ThingMaker.MakeThing(ThingDef.Named("MD2Fissure"));
         fis.size = size;
         GenSpawn.Spawn(fis, loc);
     }
 }