public Creature(GameUniverse g) : base(g) { // CurrentHealth = 3; // StatusTracker = g.CreatureRules.CreateStatusTracker(this); }
public MultiPointMapEvent(List <Point> points, GameUniverse g) : base(g) { if (points == null) { throw new ArgumentNullException(nameof(points)); } this.Points = points; }
public DungeonMap(GameUniverse g) : base(g) { CurrentDepthSeed = MapRNG.GetNext(); Func <Point, bool> isInBounds = p => p.X >= 0 && p.X < Width && p.Y >= 0 && p.Y < Height; Creatures = new Grid <Creature, Point>(isInBounds); Tiles = new PointArray <TileType>(Width, Height); Features = new FeatureMap(Width, Height); Traps = new Dictionary <Point, Trap>(); Items = new Grid <Item, Point>(isInBounds); NeverInLineOfSight = new PointArray <bool>(Width, Height); Light = new LightMap(g); DirectionPlayerExited = new PointArray <Dir8>(Width, Height); //todo, more here? Seen = new PointArray <bool>(Width, Height); }
public PlayerTurnEvent(GameUniverse g) : base(g) { }
public int LightRadius; //todo, pretty sure that light radius won't stay here public CreatureBase(GameUniverse g) : base(g) { }
public SinglePointMapEvent(Point point, GameUniverse g) : base(g) { this.Point = point; }
public IceCrackingEvent(List <Point> points, GameUniverse g) : base(points, g) { }
public CheckForIceCrackingEvent(Point point, GameUniverse g) : base(point, g) { }
public MoveToNextLevelEvent(GameUniverse g) : base(g) { }
public IceBreakingEvent(Point point, GameUniverse g) : base(point, g) { }
public GameObject(GameUniverse g) { GameUniverse = g; }
public SimpleEvent(GameUniverse g) : base(g) { NoCancel = true; }
public PlayerCancelDecider(GameUniverse g) : base(g) { }
public Event(GameUniverse g) : base(g) { }
public LightMap(GameUniverse g) : base(g) { lightSources = new MultiValueDictionary <Point, int>(); tempRemovedLights = new MultiValueDictionary <Point, int>(); cellBrightness = new PointArray <int>(Width, Height); }
public Item(GameUniverse g) : base(g) { }