Ejemplo n.º 1
0
        private void CreateLoot()
        {
            // number of treasure drops to create
            int numLoot = 20;

            // Produce loot up to a max of numLoot
            for (int i = 0; i < numLoot; i++)
            {
                // Create an Item with some standard attributes
                int     lootPosition = 0;
                Item    newLoot      = new Item(Color.Gold, Color.White, "Gold bar", '=', 12.5);
                IronBar ironBar      = new IronBar();

                // Let SadConsole know that this Item's position be tracked on the map
                //newLoot.Components.Add(new EntityViewSyncComponent());

                // Try placing the Item at lootPosition; if this fails, try random positions on the map's tile array
                while (CurrentMap.Tiles[lootPosition].isBlockingMove)
                {
                    // pick a random spot on the map
                    lootPosition = rndNum.Next(0, CurrentMap.Width * CurrentMap.Height);
                }

                // set the loot's new position
                newLoot.Position = new Point(lootPosition % CurrentMap.Width, lootPosition / CurrentMap.Height);
                ironBar.Position = new Point(lootPosition / CurrentMap.Width, lootPosition % CurrentMap.Height);

                // add the Item to the MultiSpatialMap
                CurrentMap.Add(newLoot);
                CurrentMap.Add(ironBar);
            }
        }
Ejemplo n.º 2
0
        public static InventoryItem CreateInventoryItem(string key, TeamType team, string region, Vector2 location, ContentManager content, GraphicsDevice graphics)
        {
            InventoryItem item          = null;
            int           amountStacked = 1;

            switch (key)
            {
            case ("tribalTokens"):
                item = new TribalTokens(team, region, location, content, graphics);
                break;

            case ("basePlank"):
                item = new BasePlank(team, region, location, content, graphics);
                break;

            case ("shortSword"):
                item = new ShortSword(team, region, location, content, graphics);
                break;

            case ("softWood"):
                item = new SoftWood(team, region, location, content, graphics);
                break;

            case ("islandGrass"):
                item = new IslandGrass(team, region, location, content, graphics);
                break;

            case ("coal"):
                item = new Coal(team, region, location, content, graphics);
                break;

            case ("ironOre"):
                item = new IronOre(team, region, location, content, graphics);
                break;

            case ("baseSword"):
                item = new BaseSword(team, region, location, content, graphics);
                break;

            case ("anvilItem"):
                item = new AnvilItem(team, region, location, content, graphics);
                item.placeableVersion = new CraftingAnvil(team, region, location, content, graphics);
                break;

            case ("baseChestItem"):
                item = new BaseChestItem(team, region, location, content, graphics);
                item.placeableVersion = new BaseChest(team, region, location, content, graphics);
                break;

            case ("nails"):
                item          = new Nails(team, region, location, content, graphics);
                amountStacked = 5;
                break;

            case ("cannonBallItem"):
                item          = new CannonBallItem(team, region, location, content, graphics);
                amountStacked = 3;
                break;

            case ("pistolShotItem"):
                item          = new PistolShotItem(team, region, location, content, graphics);
                amountStacked = 5;
                break;

            case ("ironBar"):
                item = new IronBar(team, region, location, content, graphics);
                break;

            case ("treasureMapItem"):
                item = new TreasureMapItem(null, team, region, location, content, graphics);
                break;

            case ("chiliFish"):
                item = new ChiliFish(team, region, location, content, graphics);
                break;

            case ("chiliPepper"):
                item = new ChiliPepper(team, region, location, content, graphics);
                break;

            case ("cookedFish"):
                item = new CookedFish(team, region, location, content, graphics);
                break;

            case ("cookedMeat"):
                item = new CookedMeat(team, region, location, content, graphics);
                break;

            case ("rawFish"):
                item = new RawFish(team, region, location, content, graphics);
                break;

            case ("rawMeat"):
                item = new RawMeat(team, region, location, content, graphics);
                break;

            case ("spoiledFish"):
                item = new SpoiledFish(team, region, location, content, graphics);
                break;

            case ("spoiledMeat"):
                item = new SpoiledMeat(team, region, location, content, graphics);
                break;

            case ("feather"):
                item = new Feather(team, region, location, content, graphics);
                break;

            case ("scales"):
                item = new Scales(team, region, location, content, graphics);
                break;

            case ("fishOil"):
                item = new FishOil(team, region, location, content, graphics);
                break;

            case ("goldCoins"):
                item = new GoldCoins(team, region, location, content, graphics);
                break;
            }
            item.itemKey       = key;
            item.amountStacked = amountStacked;
            return(item);
        }