// Appends items to item pool
        public void UpdateItemPool()
        {
            Random random = new Random();
            Sprite sprite = Game.stateManager.shooterState.spriteSheet;

            itemPool.Clear();

            Item tempItem = null;

            int itemsToAdd = 3 + random.Next(7) + 1;

            for (int i = 0; i < itemsToAdd; i++)
            {
                switch (random.Next(14))
                {
                case 0:
                    tempItem = new BasicLaserWeapon(this.Game, ItemVariety.Regular);
                    break;

                case 1:
                    tempItem = new MultipleShotWeapon(this.Game, ItemVariety.Regular);
                    break;

                case 2:
                    tempItem = new SpreadBulletWeapon(this.Game, ItemVariety.Regular);
                    break;

                case 3:
                    tempItem = new BeamWeapon(this.Game, ItemVariety.Regular);
                    break;

                case 4:
                    tempItem = new RegularBombWeapon(this.Game, ItemVariety.Regular);
                    break;

                case 5:
                    tempItem = new HomingMissileWeapon(this.Game, ItemVariety.Regular);
                    break;

                case 6:
                    tempItem = new SideMissilesWeapon(this.Game, ItemVariety.Regular);
                    break;

                case 7:
                    tempItem = new DrillBeamWeapon(this.Game, ItemVariety.Regular);
                    break;

                case 8:
                    tempItem = new BasicShield(this.Game, ItemVariety.Regular);
                    break;

                case 9:
                    tempItem = new AdvancedShield(this.Game, ItemVariety.Regular);
                    break;

                case 10:
                    tempItem = new RegularShield(this.Game, ItemVariety.Regular);
                    break;

                case 11:
                    tempItem = new BasicEnergyCell(this.Game, ItemVariety.Regular);
                    break;

                case 12:
                    tempItem = new AdvancedEnergyCell(this.Game, ItemVariety.Regular);
                    break;

                case 13:
                    tempItem = new RegularEnergyCell(this.Game, ItemVariety.Regular);
                    break;
                }
                itemPool.Add(tempItem);
            }

            if (itemPool.Count < 14)
            {
                int tempCount = itemPool.Count;

                for (int i = tempCount; i < 14; i++)
                {
                    itemPool.Add(new EmptyItem(this.Game));
                }
            }
        }
Example #2
0
        public Item GetItemFromSavefile(string section)
        {
            float       quantity = 0;
            ItemVariety var;
            ShipPart    fooItem;

            switch (GetPropertyAsString(section, "name", "error"))
            {
            // Weapons
            case "basic laser":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new BasicLaserWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "beam":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new BeamWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "drill beam":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new DrillBeamWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "flame shot":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new FlameShotWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "multiple shot":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new MultipleShotWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "spread bullet":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new SpreadBulletWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "ballistic laser":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new BallisticLaserWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "minelayer":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new MineLayerWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "advanced laser":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new AdvancedLaserWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "proximity laser":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new ProximityLaserWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "wave beam":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new WaveBeamWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "dual laser":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new DualLaserWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            // Secondary
            case "homingmissile":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new HomingMissileWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "bomb":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new RegularBombWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "sidemissiles":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new SideMissilesWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "fragmentmissile":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new FragmentMissileWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "puny turret":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new PunyTurretWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "turret":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new TurretWeapon(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            // Shields
            case "regular shield":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new RegularShield(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "plasma shield":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new AdvancedShield(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "durable shield":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new BasicShield(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "collision shield":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new CollisionShield(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "bullet shield":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new BulletShield(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            // Energy
            case "regular cell":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new RegularEnergyCell(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "durable cell":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new BasicEnergyCell(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "plasma cell":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new AdvancedEnergyCell(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "weapon boost cell":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new WeaponBoostEnergyCell(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "shield boost cell":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new ShieldBoostEnergyCell(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            // Plating
            case "regular plating":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new RegularPlating(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "light plating":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new LightPlating(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            case "heavy plating":
                var     = (ItemVariety)Enum.Parse(typeof(ItemVariety), GetPropertyAsString(section, "variety", "none"), true);
                fooItem = new HeavyPlating(Game);
                fooItem.SetShipPartVariety(var);
                return(fooItem);

            // Resource
            case "copper":
                quantity = Game.saveFile.GetPropertyAsInt(section, "quantity", 0);
                return(new CopperResource(Game, quantity));

            case "gold":
                quantity = Game.saveFile.GetPropertyAsInt(section, "quantity", 0);
                return(new GoldResource(Game, quantity));

            case "titanium":
                quantity = Game.saveFile.GetPropertyAsInt(section, "quantity", 0);
                return(new TitaniumResource(Game, quantity));

            // Other items
            case "fine whiskey":
                quantity = Game.saveFile.GetPropertyAsInt(section, "quantity", 0);
                return(new FineWhiskey(Game, quantity));

            case "---":
                return(new EmptyItem(Game));

            default:
                throw new ArgumentException("Not implemented!");
            }
        }