Exemple #1
0
        /// <summary>
        /// Populates the bundle with the name, required items, minimum required, and color
        /// </summary>
        protected override void Populate()
        {
            int moneyAmount = 0;

            BundleType = Globals.RNGGetAndRemoveRandomValueFromList(RoomBundleTypes);
            int bundleNameFlavorID = 1;

            switch (BundleType)
            {
            case BundleTypes.Vault2500:
                bundleNameFlavorID = Range.GetRandomValue(1, 7);
                moneyAmount        = Range.GetRandomValue(500, 3500);
                break;

            case BundleTypes.Vault5000:
                bundleNameFlavorID = Range.GetRandomValue(1, 6);
                moneyAmount        = Range.GetRandomValue(4000, 7000);
                break;

            case BundleTypes.Vault10000:
                bundleNameFlavorID = Range.GetRandomValue(1, 6);
                moneyAmount        = Range.GetRandomValue(7500, 12500);
                break;

            case BundleTypes.Vault25000:
                bundleNameFlavorID = Range.GetRandomValue(1, 7);
                moneyAmount        = Range.GetRandomValue(20000, 30000);
                break;

            default:
                return;
            }

            RequiredItems = new List <RequiredItem> {
                new RequiredItem()
                {
                    MoneyAmount = moneyAmount
                }
            };

            string moneyString      = moneyAmount.ToString("N0", new CultureInfo(Globals.ModRef.Helper.Translation.Locale));
            string bundleNameFlavor = Globals.GetTranslation($"{BundleType.ToString()}-{bundleNameFlavorID}");

            Name            = $"{Globals.GetTranslation("vault-money-format", new { moneyString })}: {bundleNameFlavor}";
            ImageNameSuffix = $"-{bundleNameFlavorID}";

            Color = Globals.RNGGetRandomValueFromList(
                Enum.GetValues(typeof(BundleColors)).Cast <BundleColors>().ToList());
        }
 /// <summary>
 /// Force generate a random bundle
 /// Failsafe in case we run out of bundles
 /// </summary>
 protected void GenerateRandomBundleFailsafe()
 {
     Globals.ConsoleWarn($"Had to generate random bundle for {Room} as a fallback for this bundle: {BundleType.ToString()}");
     PopulateRandomBundle();
     GenerateRandomReward();
 }