mob CreateMob(Emobtype t, int tentx, int tenty) { mob m = new mob(t); m.posx = tentx; m.posy = tenty; map.itemgrid[tentx, tenty] = new item_instance(m.tile, true, m); map.passable[tentx, tenty] = false; map.newmoblist.Add(m); return(m); }
void CreateMob(Emobtype t, int tentx, int tenty) {//copied from Game.CreateMob mob m = new mob(t); m.attackbonus = attackbonus; m.defencebonus = defencebonus; m.posx = tentx; m.posy = tenty; map.itemgrid[tentx, tenty] = new item_instance(m.tile, true, m); map.passable[tentx, tenty] = false; map.newmoblist.Add(m); unitlist.Add(m); armycostperturn_food += m.archetype.upkeepfood; armycostperturn_gold += m.archetype.upkeepgold; m.citythatownsit = this; // return m; }
public mob(Emobtype typ) { AIformob = new AI(); mobarchetype at = archetypes[(int)typ]; archetype = at; hp = at.hp; tile = at.tile; hostile_toenemies_currently = at.hostile_toenemies; hostile_toplayer_currently = at.hostile_toplayer; //undead_currently = at.undead; flies_currently = at.flies; skates_currently = at.skates; facing = 0; speed = 0; }
public mobarchetype(Emobtype _type, string _name, string _wep, int _hp, bool _hostileplayer, bool _hostileenemy, Etilesprite _tile, int _upkeepgold, int _upkeepfood, int _buildprod, int _buildhorse, int _buildiron, int _al, int _ah, int _def, int _sr, bool _tank, bool _parry, int _moves, int _attacks) { type = _type; name = _name; weaponname = _wep; hp = _hp; tile = _tile; hostile_toplayer = _hostileplayer; hostile_toenemies = _hostileenemy; upkeepgold = _upkeepgold; upkeepfood = _upkeepfood; buildcostproduction = _buildprod; buildcostiron = _buildiron; buildcosthorses = _buildhorse; attacklow = _al; attackhigh = _ah; defence = _def; sightradius = _sr; tank = _tank; parry = _parry; moves = _moves; attacks = _attacks; }