public Dungeon(int mapx, int mapy, DungeonPosition startingRoom) { mapX = mapx; mapY = mapy; StartingRoom = startingRoom; Map = new DungeonRoom[mapx, mapy]; for (int x = 0; x < mapx; x++) { for (int y = 0; y < mapy; y++) { Map[x, y] = new DungeonRoom(this, new DungeonPosition(x, y)); } } }
public void AddNpcsToRoom(string [] mobs, DungeonPosition pos) { DungeonRoom room = GetRoom(pos); room.AddNpcsToSpawn(mobs); }
public void SetRoom(DungeonPosition pos, DungeonRoom room) { Map[pos.X, pos.Y] = room; }
public DungeonRoom GetRoom(DungeonPosition pos) { return(GetRoom(pos.X, pos.Y)); }
public void AddCharacter(MudCharacter character, DungeonPosition pos) { Map[pos.X, pos.Y].AddCharacter(character); character.JoinDungeon(this); //character.SetRoom(Map[pos.X,pos.Y]); }
public DungeonRoom(Dungeon parent,DungeonPosition pos) { Message="Another dirty, damp dungeon chamber"; parentDungeon=parent; Position=pos; }
public HealingRoom(Dungeon parent, DungeonPosition pos) : base(parent, pos) { Message = "You have a pleasently calm feeling, your wounds are healed, and you can't bring yourself to perform even the slightest aggressive actions"; }