/// <summary> /// Adds an event to the appropriate list for its type; returns the event. /// </summary> public Event Add(Event evnt) { switch (evnt) { case Event.Light e: Lights.Add(e); break; case Event.Sound e: Sounds.Add(e); break; case Event.SFX e: SFX.Add(e); break; case Event.Wind e: Wind.Add(e); break; case Event.Treasure e: Treasures.Add(e); break; case Event.Generator e: Generators.Add(e); break; case Event.Message e: Messages.Add(e); break; case Event.ObjAct e: ObjActs.Add(e); break; case Event.SpawnPoint e: SpawnPoints.Add(e); break; case Event.MapOffset e: MapOffsets.Add(e); break; case Event.Navmesh e: Navmeshes.Add(e); break; case Event.Environment e: Environments.Add(e); break; case Event.PseudoMultiplayer e: PseudoMultiplayers.Add(e); break; default: throw new ArgumentException($"Unrecognized type {evnt.GetType()}.", nameof(evnt)); } return(evnt); }
/// <summary> /// Update the observable collections /// </summary> public void UpdateInventoryCategories() { Soldiers.Clear(); SeigeWeapons.Clear(); Treasures.Clear(); Buffs.Clear(); foreach (var gameItemQuantity in _inventory) { if (gameItemQuantity.GameItem is Soldier) { Soldiers.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is SeigeWeapon) { SeigeWeapons.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Treasure) { Treasures.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Buff) { Buffs.Add(gameItemQuantity); } } }
/// <summary> /// Update the observable collections /// </summary> public void UpdateInventoryCategories() { Treasures.Clear(); Gems.Clear(); ArmorSet.Clear(); Buffs.Clear(); foreach (var gameItemQuantity in _inventory) { if (gameItemQuantity.GameItem is Treasure) { Treasures.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Gem) { Gems.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is ArmorSet) { ArmorSet.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Buff) { Buffs.Add(gameItemQuantity); } } }
/// <summary> /// Adds an event to the appropriate list for its type; returns the event. /// </summary> public Event Add(Event evnt) { switch (evnt) { case Event.Treasure e: Treasures.Add(e); break; case Event.Generator e: Generators.Add(e); break; case Event.ObjAct e: ObjActs.Add(e); break; case Event.MapOffset e: MapOffsets.Add(e); break; case Event.PseudoMultiplayer e: PseudoMultiplayers.Add(e); break; case Event.PatrolInfo e: PatrolInfo.Add(e); break; case Event.PlatoonInfo e: PlatoonInfo.Add(e); break; case Event.Other e: Others.Add(e); break; default: throw new ArgumentException($"Unrecognized type {evnt.GetType()}.", nameof(evnt)); } return(evnt); }
public void UpdateInventoryCategories() { Potions.Clear(); Treasures.Clear(); Weapons.Clear(); Allies.Clear(); foreach (var GameItem in _inventory) { if (GameItem.GameItem is Potion) { Potions.Add(GameItem); } if (GameItem.GameItem is Treasure) { Treasures.Add(GameItem); } if (GameItem.GameItem is Weapon) { Weapons.Add(GameItem); } if (GameItem.GameItem is Allies) { Allies.Add(GameItem); } } }
/// <summary> /// initialize the universe with all of the treasures /// </summary> private void IntializeUniverseTreasures() { Treasures.Add(new Treasure { Name = "Trantorian Ruby", TreasureType = Treasure.Type.Ruby, GameObjectID = 1, Description = "A deep red ruby the size of an egg.", SpaceTimeLocationID = 2, HasValue = true, Value = 25, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Lodestone", TreasureType = Treasure.Type.Lodestone, GameObjectID = 2, Description = "A deep red ruby the size of an egg.", SpaceTimeLocationID = 3, HasValue = true, Value = 15, CanAddToInventory = true }); }
/// <summary> /// initialize the kindom with all of the treasures /// </summary> private void IntializeKingdomTreasures() { Treasures.Add(new Treasure { Name = "Golden Bear Cloak", TreasureType = Treasure.Type.Armor, GameObjectID = 1, Description = "A tough cloak to keep you safe and warm", SwampLocationID = 2, HasValue = true, Value = 5000, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Silver War Axe", TreasureType = Treasure.Type.Weapon, GameObjectID = 2, Description = "A large silver axe, capable of splitting a horse in two in one swing.", SwampLocationID = 3, HasValue = true, Value = 5000, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Golden Marble", TreasureType = Treasure.Type.Weapon, GameObjectID = 3, Description = "A Marble of purest gold. Also hits with a solid thunk when thrown.", SwampLocationID = 3, HasValue = true, Value = 50, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Iron Helmet", TreasureType = Treasure.Type.Armor, GameObjectID = 4, Description = "Sturdy Helmet to protect your thick noggin.", SwampLocationID = 1, HasValue = true, Value = 5000, CanAddToInventory = true }); }
/// <summary> /// initialize the universe with all of the treasures /// </summary> private void IntializeUniverseTreasures() { Treasures.Add(new Treasure { Name = "Star of Elendil", TreasureType = Treasure.Type.Ruby, GameObjectID = 1, Description = "A jewel made of \"elvish crystal\" and " + "the chief symbol of the royal line of Arnor", SpaceTimeLocationID = 2, HasValue = true, Value = 150, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Star of the Dúnedain", TreasureType = Treasure.Type.Lodestone, GameObjectID = 2, Description = "A silver brooch, shaped like a many-rayed star, worn by the Arnor-descended Rangers of the North.", SpaceTimeLocationID = 1, HasValue = true, Value = 75, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Horn of Gondor", TreasureType = Treasure.Type.Lodestone, GameObjectID = 3, Description = "A large war-horn tipped with silver written in ancient characters. " + "Belonging to the kings son, someone would certainly be glad reward its return. ", SpaceTimeLocationID = 4, HasValue = true, Value = 150, CanAddToInventory = true }); }
/// <summary> /// Adds an event to the appropriate list for its type; returns the event. /// </summary> public Event Add(Event evnt) { switch (evnt) { case Event.Light e: Lights.Add(e); break; case Event.Sound e: Sounds.Add(e); break; case Event.SFX e: SFX.Add(e); break; case Event.Wind e: Wind.Add(e); break; case Event.Treasure e: Treasures.Add(e); break; case Event.Generator e: Generators.Add(e); break; case Event.Message e: Messages.Add(e); break; default: throw new ArgumentException($"Unrecognized type {evnt.GetType()}.", nameof(evnt)); } return(evnt); }
/// <summary> /// initialize the Castle with all of the treasures /// </summary> private void IntializeCastleTreasures() { Treasures.Add(new Treasure { Name = "Denari", TreasureType = Treasure.Coin.Denari, GameObjectID = 1, Description = Environment.NewLine + "\t" + "A small silver coin.", RoomID = 1, HasValue = true, Value = 25, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Denari", TreasureType = Treasure.Coin.Denari, GameObjectID = 2, Description = Environment.NewLine + "\t" + "A small silver coin.", RoomID = 2, HasValue = true, Value = 25, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Denari", TreasureType = Treasure.Coin.Denari, GameObjectID = 3, Description = Environment.NewLine + "\t" + "A small silver coin.", RoomID = 4, HasValue = true, Value = 25, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Denari", TreasureType = Treasure.Coin.Denari, GameObjectID = 4, Description = Environment.NewLine + "\t" + "A small silver coin.", RoomID = 5, HasValue = true, Value = 25, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Denari", TreasureType = Treasure.Coin.Denari, GameObjectID = 5, Description = Environment.NewLine + "\t" + "A small silver coin.", RoomID = 5, HasValue = true, Value = 25, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 6, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = 6, HasValue = true, Value = 100, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 7, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = 3, HasValue = true, Value = 100, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 8, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = -1, HasValue = true, Value = 100, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 9, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = -1, HasValue = true, Value = 100, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 10, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = -1, HasValue = true, Value = 100, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 11, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = -1, HasValue = true, Value = 100, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 12, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = -1, HasValue = true, Value = 100, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 13, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = -1, HasValue = true, Value = 100, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 14, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = -1, HasValue = true, Value = 100, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Florin", TreasureType = Treasure.Coin.Florin, GameObjectID = 15, Description = Environment.NewLine + "\t" + "A gold coin decorated with a fleur-de-lis on one side and an image of St. John the Baptist on the other.", RoomID = -1, HasValue = true, Value = 100, CanAddToInventory = true }); }
internal override Event ReadEntry(BinaryReaderEx br) { EventType type = br.GetEnum32 <EventType>(br.Position + 0xC); switch (type) { case EventType.Treasure: var treasure = new Event.Treasure(br); Treasures.Add(treasure); return(treasure); case EventType.Generator: var generator = new Event.Generator(br); Generators.Add(generator); return(generator); case EventType.ObjAct: var objAct = new Event.ObjAct(br); ObjActs.Add(objAct); return(objAct); case EventType.MapOffset: var mapOffset = new Event.MapOffset(br); MapOffsets.Add(mapOffset); return(mapOffset); case EventType.WalkRoute: var walkRoute = new Event.WalkRoute(br); WalkRoutes.Add(walkRoute); return(walkRoute); case EventType.GroupTour: var groupTour = new Event.GroupTour(br); GroupTours.Add(groupTour); return(groupTour); case EventType.Event17: var event17 = new Event.Event17(br); Event17s.Add(event17); return(event17); case EventType.Event18: var event18 = new Event.Event18(br); Event18s.Add(event18); return(event18); case EventType.Event20: var event20 = new Event.Event20(br); Event20s.Add(event20); return(event20); case EventType.Event21: var event21 = new Event.Event21(br); Event21s.Add(event21); return(event21); case EventType.PartsGroup: var partsGroup = new Event.PartsGroup(br); PartsGroups.Add(partsGroup); return(partsGroup); case EventType.Event23: var event23 = new Event.Event23(br); Event23s.Add(event23); return(event23); case EventType.AutoDrawGroup: var autoDrawGroup = new Event.AutoDrawGroup(br); AutoDrawGroups.Add(autoDrawGroup); return(autoDrawGroup); case EventType.Other: var other = new Event.Other(br); Others.Add(other); return(other); default: throw new NotImplementedException($"Unimplemented model type: {type}"); } }
internal override Event ReadEntry(BinaryReaderEx br) { EventType type = br.GetEnum32 <EventType>(br.Position + 8); switch (type) { case EventType.Light: var light = new Event.Light(br); Lights.Add(light); return(light); case EventType.Sound: var sound = new Event.Sound(br); Sounds.Add(sound); return(sound); case EventType.SFX: var sfx = new Event.SFX(br); SFXs.Add(sfx); return(sfx); case EventType.WindSFX: var windSFX = new Event.WindSFX(br); WindSFXs.Add(windSFX); return(windSFX); case EventType.Treasure: var treasure = new Event.Treasure(br); Treasures.Add(treasure); return(treasure); case EventType.Generator: var generator = new Event.Generator(br); Generators.Add(generator); return(generator); case EventType.Message: var message = new Event.Message(br); Messages.Add(message); return(message); case EventType.ObjAct: var objAct = new Event.ObjAct(br); ObjActs.Add(objAct); return(objAct); case EventType.SpawnPoint: var spawnPoint = new Event.SpawnPoint(br); SpawnPoints.Add(spawnPoint); return(spawnPoint); case EventType.MapOffset: var mapOffset = new Event.MapOffset(br); MapOffsets.Add(mapOffset); return(mapOffset); case EventType.Navmesh: var navmesh = new Event.Navmesh(br); Navmeshes.Add(navmesh); return(navmesh); case EventType.Environment: var environment = new Event.Environment(br); Environments.Add(environment); return(environment); case EventType.PseudoMultiplayer: var pseudoMultiplayer = new Event.PseudoMultiplayer(br); PseudoMultiplayers.Add(pseudoMultiplayer); return(pseudoMultiplayer); default: throw new NotImplementedException($"Unsupported event type: {type}"); } }
/// <summary> /// initialize the future with all of the treasures /// </summary> private void IntializeFutureTreasures() { Treasures.Add(new Treasure { Name = "Keys", TreasureType = Treasure.Type.Keys, GameObjectID = 1, Description = "Keys to the Delorean that can take you anywhere.", YearTimeLocationID = 2, HasValue = true, Value = 50, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Cane", TreasureType = Treasure.Type.Cane, GameObjectID = 2, Description = "A gold crusted knuckle handle is at the tip of the cane.", YearTimeLocationID = 3, HasValue = false, Value = 15, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Gold Coin", TreasureType = Treasure.Type.GoldCoin, GameObjectID = 3, Description = "This coin can pay for a lot in 1885.", YearTimeLocationID = 5, HasValue = true, Value = 35, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Map", TreasureType = Treasure.Type.Map, GameObjectID = 4, Description = "This map has been around for centuries and is the only thing that will help navigate the future.", YearTimeLocationID = 1, HasValue = true, Value = 100, CanAddToInventory = false }); Treasures.Add(new Treasure { Name = "Phone Book", TreasureType = Treasure.Type.PhoneBook, GameObjectID = 5, Description = "This black pocket phone book has all the phone numbers needed to get a hold of everyone in the future.", YearTimeLocationID = 6, HasValue = false, Value = 40, CanAddToInventory = true }); Treasures.Add(new Treasure { Name = "Nikes", TreasureType = Treasure.Type.Nikes, GameObjectID = 6, Description = "These Nikes are the second Air Jordan's that everyone has been looking for.", YearTimeLocationID = 5, HasValue = true, Value = 80, CanAddToInventory = true }); }
public void Add(IMsbEvent item) { switch (item) { case Event.Light e: Lights.Add(e); break; case Event.Sound e: Sounds.Add(e); break; case Event.SFX e: SFXs.Add(e); break; case Event.WindSFX e: WindSFXs.Add(e); break; case Event.Treasure e: Treasures.Add(e); break; case Event.Generator e: Generators.Add(e); break; case Event.Message e: Messages.Add(e); break; case Event.ObjAct e: ObjActs.Add(e); break; case Event.SpawnPoint e: SpawnPoints.Add(e); break; case Event.MapOffset e: MapOffsets.Add(e); break; case Event.Navmesh e: Navmeshes.Add(e); break; case Event.Environment e: Environments.Add(e); break; case Event.PseudoMultiplayer e: PseudoMultiplayers.Add(e); break; default: throw new ArgumentException( message: "Item is not recognized", paramName: nameof(item)); } }