Exemple #1
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 protected TeamSpawnZoneStep(TeamSpawnZoneStep other, ulong seed) : this()
 {
     Spawns         = other.Spawns;
     TeamSizes      = other.TeamSizes;
     SpecificSpawns = other.SpecificSpawns;
     Priority       = other.Priority;
 }
Exemple #2
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 //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>();
        }
Exemple #4
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 //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;
 }
Exemple #6
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 //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> >();
 }
Exemple #7
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        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);
        }
Exemple #8
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        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);
        }
Exemple #9
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        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);
        }
Exemple #10
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 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);
 }
Exemple #11
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        //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>();
        }
Exemple #16
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 public CategorySpawn()
 {
     Spawns     = new SpawnRangeList <T>();
     SpawnRates = new RangeDict <int>();
 }