protected TeamSpawnZoneStep(TeamSpawnZoneStep other, ulong seed) : this() { Spawns = other.Spawns; TeamSizes = other.TeamSizes; SpecificSpawns = other.SpecificSpawns; Priority = other.Priority; }
//spreads an item through the floors //ensures that the space in floors between occurrences is kept tame public SpreadBossZoneStep() { VaultSteps = new List <IGenPriority>(); Items = new SpawnRangeList <MapItem>(); BossSteps = new SpawnRangeList <AddBossRoomStep <ListMapGenContext> >(); ItemAmount = new RangeDict <RandRange>(); ItemSpawners = new RangeDict <IStepSpawner <ListMapGenContext, MapItem> >(); ItemPlacements = new RangeDict <RandomRoomSpawnStep <ListMapGenContext, MapItem> >(); }
//range list for weights public ZoneTeamSpawnPostProc() { NormalSpawns = new SpawnRangeList <MobSpawn>(); LonerSpawns = new SpawnRangeList <MobSpawn>(); LeaderSpawns = new SpawnRangeList <MobSpawn>(); SupportSpawns = new SpawnRangeList <MobSpawn>(); TeamSizes = new SpawnRangeList <int>(); SpecificSpawns = new SpawnRangeList <SpecificTeamSpawner>(); }
//spreads an item through the floors //ensures that the space in floors between occurrences is kept tame public SpreadHouseZoneStep() { Items = new SpawnRangeList <MapItem>(); ItemThemes = new SpawnRangeList <ItemTheme>(); Mobs = new SpawnRangeList <MobSpawn>(); MobThemes = new SpawnRangeList <MobTheme>(); HouseStepSpawns = new SpawnList <IMonsterHouseBaseStep>(); ModStates = new List <FlagType>(); }
protected ZoneTeamSpawnPostProc(ZoneTeamSpawnPostProc other, ulong seed) : this() { NormalSpawns = other.NormalSpawns; LonerSpawns = other.LonerSpawns; LeaderSpawns = other.LeaderSpawns; SupportSpawns = other.SupportSpawns; TeamSizes = other.TeamSizes; SpecificSpawns = other.SpecificSpawns; Priority = other.Priority; }
//spreads an item through the floors //ensures that the space in floors between occurrences is kept tame public SpreadVaultZoneStep() { VaultSteps = new List <IGenPriority>(); Items = new SpawnRangeList <MapItem>(); Mobs = new SpawnRangeList <MobSpawn>(); ItemAmount = new RangeDict <RandRange>(); ItemSpawners = new RangeDict <IStepSpawner <ListMapGenContext, MapItem> >(); ItemPlacements = new RangeDict <RandomRoomSpawnStep <ListMapGenContext, MapItem> >(); MobAmount = new RangeDict <RandRange>(); MobPlacements = new RangeDict <PlaceRandomMobsStep <ListMapGenContext> >(); }
protected SpreadHouseZoneStep(SpreadHouseZoneStep other, ulong seed) : this() { Items = other.Items.CopyState(); ItemThemes = other.ItemThemes.CopyState(); Mobs = other.Mobs.CopyState(); MobThemes = other.MobThemes.CopyState(); HouseStepSpawns = (SpawnList <IMonsterHouseBaseStep>)other.HouseStepSpawns.CopyState(); ModStates.AddRange(other.ModStates); Priority = other.Priority; SpreadPlan = other.SpreadPlan.Instantiate(seed); }
protected SpreadBossZoneStep(SpreadBossZoneStep other, ulong seed) : this() { VaultSteps.AddRange(other.VaultSteps); Items = other.Items.CopyState(); BossSteps = other.BossSteps.CopyState(); ItemAmount = other.ItemAmount; ItemSpawners = other.ItemSpawners; ItemPlacements = other.ItemPlacements; BossRoomPriority = other.BossRoomPriority; RewardPriority = other.RewardPriority; SpreadPlan = other.SpreadPlan.Instantiate(seed); }
protected SpreadVaultZoneStep(SpreadVaultZoneStep other, ulong seed) : this() { VaultSteps.AddRange(other.VaultSteps); Items = other.Items.CopyState(); Mobs = other.Mobs.CopyState(); ItemAmount = other.ItemAmount; ItemSpawners = other.ItemSpawners; ItemPlacements = other.ItemPlacements; MobAmount = other.MobAmount; MobPlacements = other.MobPlacements; ItemPriority = other.ItemPriority; MobPriority = other.MobPriority; SpreadPlan = other.SpreadPlan.Instantiate(seed); }
public void SpawnListSetUp() { this.spawnRangeList = new SpawnRangeList <string>(); this.spawnRangeList.Add("apple", new IntRange(0, 5), 10); this.spawnRangeList.Add("orange", new IntRange(3, 9), 20); }
//range list for weights public TeamSpawnZoneStep() { Spawns = new SpawnRangeList <TeamMemberSpawn>(); TeamSizes = new SpawnRangeList <int>(); SpecificSpawns = new SpawnRangeList <SpecificTeamSpawner>(); }
protected ZoneItemSpawnPostProc(ZoneItemSpawnPostProc other, ulong seed) : this() { Spawns = other.Spawns; Priority = other.Priority; }
public ZoneItemSpawnPostProc() { Spawns = new SpawnRangeList <InvItem>(); }
protected TileSpawnZoneStep(TileSpawnZoneStep other, ulong seed) : this() { Spawns = other.Spawns; Priority = other.Priority; }
//range list for weights public TileSpawnZoneStep() { Spawns = new SpawnRangeList <EffectTile>(); }
public CategorySpawn() { Spawns = new SpawnRangeList <T>(); SpawnRates = new RangeDict <int>(); }