CreateItem() public méthode

public CreateItem ( List parameters ) : MapItem
parameters List
Résultat DRObjects.MapItem
Exemple #1
0
        /// <summary>
        /// Creates an item from its category and its internal name
        /// </summary>
        /// <param name="category"></param>
        /// <param name="internalName"></param>
        /// <returns></returns>
        public MapItem CreateItem(string category, int itemID)
        {
            IItemFactoryManager mgr = null;
            switch (category.ToLower())
            {
                case "mundaneitem":
                    mgr = new MundaneItemsManager();
                    break;
                case "mundaneitems":
                    mgr = new MundaneItemsManager();
                    break;
                case "tile":
                    mgr = new TilesManager();
                    break;
                case "tiles":
                    mgr = new TilesManager();
                    break;
                case "toggleitems":
                    mgr = new ToggleItemsManager();
                    break;
                case "toggleitem":
                    mgr = new ToggleItemsManager();
                    break;
                case "enemies":
                    mgr = new EnemyManager();
                    break;
                case "inventoryitems":
                    mgr = new InventoryItemManager();
                    break;
                default:
                    throw new NotImplementedException("The category : " + category + " could not be found");
            }

            return mgr.CreateItem(itemID);
        }
        public override void Initialize()
        {
            base.Initialize();
            if (parameters.Length == 0)
            {
                TestFunctions.PrepareFileTestMap();
            }
            else if (parameters[0].ToString().Equals("Village"))
            {
                //TestFunctions.ParseXML();
                TestFunctions.GenerateSettlement();

                InventoryItemManager mgr = new InventoryItemManager();

                for (int i = 0; i < 500; i++)
                {
                    var block = GameState.LocalMap.GetBlockAtCoordinate(new MapCoordinate(GameState.Random.Next(GameState.LocalMap.localGameMap.GetLength(0)), GameState.Random.Next(GameState.LocalMap.localGameMap.GetLength(1)), 0, MapType.LOCAL));

                    if (block.MayContainItems)
                    {
                        var item = mgr.CreateItem(DatabaseHandling.GetItemIdFromTag(Archetype.INVENTORYITEMS, "loot")) as InventoryItem;
                        item.Coordinate = new MapCoordinate(block.Tile.Coordinate);
                        block.ForcePutItemOnBlock(item);
                    }
                }

                //Create the new character stuff
                MultiDecisionComponent mdc = new MultiDecisionComponent(PlayableWidth / 2 - 250, 150, CharacterCreation.GenerateCharacterCreation());
                mdc.Visible = true;

                interfaceComponents.Add(mdc);

                GameState.LocalMap.IsGlobalMap = false;

            }
            else if (parameters[0].ToString().Equals("Continue"))
            {
                GameState.LoadGame();
            }
            else if (parameters[0].ToString().Equals("WorldMap"))
            {
                //Load from the world map
                var worldMap = GameState.GlobalMap.globalGameMap;

                List<MapBlock> collapsedMap = new List<MapBlock>();

                foreach (var block in worldMap)
                {
                    collapsedMap.Add(block);
                }

                GameState.LocalMap = new LocalMap(GameState.GlobalMap.globalGameMap.GetLength(0), GameState.GlobalMap.globalGameMap.GetLength(1), 1, 0);

                //Go through each of them, add them to the local map
                GameState.LocalMap.AddToLocalMap(collapsedMap.ToArray());

                //Let's start the player off at the first capital
                var coordinate = GameState.GlobalMap.WorldSettlements.Where(w => w.IsCapital).Select(w => w.Coordinate).FirstOrDefault();

                //Create the player character. For now randomly. Later we'll start at a capital
                MapItem player = new MapItem();
                player.Coordinate = new MapCoordinate(coordinate);
                player.Description = "The player character";
                player.Graphic = SpriteManager.GetSprite(LocalSpriteName.PLAYERCHAR_MALE);
                player.InternalName = "Player Char";
                player.MayContainItems = false;
                player.Name = "Player";

                MapBlock playerBlock = GameState.LocalMap.GetBlockAtCoordinate(player.Coordinate);
                playerBlock.PutItemOnBlock(player);

                GameState.PlayerCharacter = new Actor();
                GameState.PlayerCharacter.MapCharacter = player;
                GameState.PlayerCharacter.IsPlayerCharacter = true;

                GameState.PlayerCharacter.Attributes = ActorGeneration.GenerateAttributes("human", DRObjects.ActorHandling.CharacterSheet.Enums.ActorProfession.WARRIOR, 10, GameState.PlayerCharacter);
                GameState.PlayerCharacter.Anatomy = ActorGeneration.GenerateAnatomy("human");

                GameState.PlayerCharacter.Attributes.Health = GameState.PlayerCharacter.Anatomy;

                GameState.PlayerCharacter.Inventory.EquippedItems = ActorGeneration.GenerateEquippedItems(250); //give him 250 worth of stuff

                foreach (var item in GameState.PlayerCharacter.Inventory.EquippedItems.Values)
                {
                    GameState.PlayerCharacter.Inventory.Inventory.Add(item.Category, item);
                }

                GameState.LocalMap.Actors.Add(GameState.PlayerCharacter);

                //What attributes do we want?
                MultiDecisionComponent mdc = new MultiDecisionComponent(PlayableWidth / 2 - 250, 150, CharacterCreation.GenerateCharacterCreation());
                mdc.Visible = true;

                interfaceComponents.Add(mdc);

                GameState.LocalMap.IsGlobalMap = true;

            }
            else if (parameters[0].ToString().Equals("Camp"))
            {

                TestFunctions.ParseXML();
            }
            else
            {
                TestFunctions.GenerateDungeon();

                //Give him random stats so he won't completly suck
                CharacterCreation.ProcessParameters(CharacterCreation.GenerateRandom());

                //Also give him a bow of some sort
                InventoryItemManager iim = new InventoryItemManager();

                InventoryItem item = iim.GetBestCanAfford("WEAPON", 500);

                GameState.PlayerCharacter.SpecialAttacks[0] = SpecialAttacksGenerator.GenerateSpecialAttack(1);
                GameState.PlayerCharacter.SpecialAttacks[1] = SpecialAttacksGenerator.GenerateSpecialAttack(2);
                GameState.PlayerCharacter.SpecialAttacks[2] = SpecialAttacksGenerator.GenerateSpecialAttack(3);

                GameState.PlayerCharacter.SpecialAttacks[1].TimeOutLeft = 5;

              //  GameState.PlayerCharacter.SpecialAttacks[3] = SpecialAttacksGenerator.GenerateSpecialAttack(4);
               // GameState.PlayerCharacter.SpecialAttacks[4] = SpecialAttacksGenerator.GenerateSpecialAttack(5);

                item.InInventory = true;

                //Give them a bunch of potions at random
                for (int i = 0; i < 5; i++ )
                {
                    var potionType = (PotionType[])Enum.GetValues(typeof(PotionType));
                    var potion = potionType.GetRandom();
                    var p = new Potion(potion);

                    p.InInventory = true;

                    GameState.PlayerCharacter.Inventory.Inventory.Add(p.Category, p);
                }

                GameState.PlayerCharacter.Inventory.Inventory.Add(item.Category, item);

            }

            //Add the health control
            HealthDisplayComponent hdc = new HealthDisplayComponent(50, 50, GameState.LocalMap.Actors.Where(a => a.IsPlayerCharacter).FirstOrDefault());
            hdc.Visible = false;
            interfaceComponents.Add(hdc);

            CharacterSheetComponent csc = new CharacterSheetComponent(50, 50, GameState.LocalMap.Actors.Where(a => a.IsPlayerCharacter).FirstOrDefault());
            csc.Visible = false;
            interfaceComponents.Add(csc);

            InventoryDisplayComponent ivt = new InventoryDisplayComponent(50, 50, GameState.LocalMap.Actors.Where(a => a.IsPlayerCharacter).FirstOrDefault());
            ivt.Visible = false;
            interfaceComponents.Add(ivt);

            TextLogComponent tlc = new TextLogComponent(10, GraphicsDevice.Viewport.Height - 50, GameState.NewLog);
            tlc.Visible = true;
            interfaceComponents.Add(tlc);

            log = tlc;

            AdventureDisplayComponent tdc = new AdventureDisplayComponent(GraphicsDevice.Viewport.Width / 2 - 100, 0);
            interfaceComponents.Add(tdc);

            var cemetry = SpriteManager.GetSprite(InterfaceSpriteName.DEAD);

            //Create the menu buttons
            menuButtons.Add(new AutoSizeGameButton("  Health  ", this.game.Content, InternalActionEnum.OPEN_HEALTH, new object[] { }, 50, GraphicsDevice.Viewport.Height - 35));
            menuButtons.Add(new AutoSizeGameButton(" Attributes ", this.game.Content, InternalActionEnum.OPEN_ATTRIBUTES, new object[] { }, 150, GraphicsDevice.Viewport.Height - 35));

            if (GameState.LocalMap.Location as Settlement != null)
            {
                menuButtons.Add(new AutoSizeGameButton(" Settlement ", this.game.Content, InternalActionEnum.TOGGLE_SETTLEMENT, new object[] { }, 270, GraphicsDevice.Viewport.Height - 35));
                LocationDetailsComponent ldc = new LocationDetailsComponent(GameState.LocalMap.Location as Settlement, PlayableWidth - 170, 0);
                ldc.Visible = true;
                interfaceComponents.Add(ldc);
            }

            menuButtons.Add(new AutoSizeGameButton(" Inventory ", this.game.Content, InternalActionEnum.OPEN_INVENTORY, new object[] { }, 350, GraphicsDevice.Viewport.Height - 35));

            //Invoke a size change
            Window_ClientSizeChanged(null, null);
        }