private static void AddMatchlockTurretSettings() { var turretSettings = new TurretSetting() { TurretItem = TurretTypes[MATCHLOCK], Ammo = new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.LeadBullet), new InventoryItem(BuiltinBlocks.GunpowderPouch) }, AmmoValue = 0.04f, Damage = 500f, DurabilityPerDoWork = 0.006f, FuelPerDoWork = 0.02f, Name = MATCHLOCK, OnShootAudio = "matchlock", OnHitAudio = "fleshHit", Range = 35, WorkTime = 4f, RefuelTime = 7, ReloadTime = 8, RepairTime = 14, RequiredForFix = new Dictionary <float, List <InventoryItem> >() { { 75f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.SteelParts, 1), new InventoryItem(BuiltinBlocks.CopperNails, 1) } }, { 50f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.SteelParts, 2), new InventoryItem(BuiltinBlocks.CopperNails, 2) } }, { 30f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.Planks, 1), new InventoryItem(BuiltinBlocks.SteelParts, 3), new InventoryItem(BuiltinBlocks.CopperNails, 3), new InventoryItem(BuiltinBlocks.MatchlockGun, 1) } }, { 10f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.Planks, 1), new InventoryItem(BuiltinBlocks.SteelParts, 4), new InventoryItem(BuiltinBlocks.CopperNails, 4), new InventoryItem(BuiltinBlocks.MatchlockGun, 2) } }, }, ProjectileAnimation = Managers.AnimationManager.AnimatedObjects[Managers.AnimationManager.LEADBULLET] }; TurretSettings[MATCHLOCK] = turretSettings; }
private static void AddBronzeArrowTurretSettings() { var turretSettings = new TurretSetting() { TurretItem = TurretTypes[BRONZEARROW], Ammo = new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.BronzeArrow) }, AmmoValue = 0.04f, Damage = 100f, DurabilityPerDoWork = 0.002f, FuelPerDoWork = 0.01f, Name = BRONZEARROW, OnShootAudio = "bowShoot", OnHitAudio = "fleshHit", Range = 25, WorkTime = 2f, RefuelTime = 5, ReloadTime = 6, RepairTime = 12, RequiredForFix = new Dictionary <float, List <InventoryItem> >() { { 75f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.CopperParts, 1), new InventoryItem(BuiltinBlocks.CopperNails, 1) } }, { 50f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.CopperParts, 2), new InventoryItem(BuiltinBlocks.CopperNails, 2) } }, { 30f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.Planks, 1), new InventoryItem(BuiltinBlocks.CopperParts, 3), new InventoryItem(BuiltinBlocks.CopperNails, 3), new InventoryItem(BuiltinBlocks.Bow, 1) } }, { 10f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.Planks, 1), new InventoryItem(BuiltinBlocks.CopperParts, 4), new InventoryItem(BuiltinBlocks.CopperNails, 4), new InventoryItem(BuiltinBlocks.Bow, 2) } }, }, ProjectileAnimation = Managers.AnimationManager.AnimatedObjects[Managers.AnimationManager.ARROW] }; TurretSettings[BRONZEARROW] = turretSettings; }
private static void AddCrossBowTurretSettings() { var turretSettings = new TurretSetting() { TurretItem = TurretTypes[CROSSBOW], Ammo = new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.CrossbowBolt) }, AmmoValue = 0.04f, Damage = 300f, DurabilityPerDoWork = 0.005f, FuelPerDoWork = 0.02f, Name = CROSSBOW, OnShootAudio = "bowShoot", OnHitAudio = "fleshHit", Range = 30, WorkTime = 3f, RefuelTime = 6, ReloadTime = 7, RepairTime = 13, RequiredForFix = new Dictionary <float, List <InventoryItem> >() { { 75f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.IronRivet, 1), new InventoryItem(BuiltinBlocks.CopperNails, 1) } }, { 50f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.IronRivet, 2), new InventoryItem(BuiltinBlocks.CopperNails, 2) } }, { 30f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.Planks, 1), new InventoryItem(BuiltinBlocks.IronRivet, 3), new InventoryItem(BuiltinBlocks.CopperNails, 3), new InventoryItem(BuiltinBlocks.Crossbow, 1) } }, { 10f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.Planks, 1), new InventoryItem(BuiltinBlocks.IronRivet, 4), new InventoryItem(BuiltinBlocks.CopperNails, 4), new InventoryItem(BuiltinBlocks.Crossbow, 2) } }, }, ProjectileAnimation = Managers.AnimationManager.AnimatedObjects[Managers.AnimationManager.CROSSBOWBOLT] }; TurretSettings[CROSSBOW] = turretSettings; }
private static void AddStoneTurretSettings() { var turretSettings = new TurretSetting() { TurretItem = TurretTypes[STONE], Ammo = new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.SlingBullet) }, AmmoValue = 0.04f, Damage = 50f, DurabilityPerDoWork = 0.002f, FuelPerDoWork = 0.005f, Name = STONE, OnShootAudio = "sling", OnHitAudio = "fleshHit", Range = 17, WorkTime = 1.5f, RefuelTime = 4, ReloadTime = 5, RepairTime = 10, RequiredForFix = new Dictionary <float, List <InventoryItem> >() { { 75f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.CopperParts, 1), new InventoryItem(BuiltinBlocks.CopperNails, 1) } }, { 50f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.CopperParts, 2), new InventoryItem(BuiltinBlocks.CopperNails, 2) } }, { 30f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.Planks, 1), new InventoryItem(BuiltinBlocks.CopperParts, 3), new InventoryItem(BuiltinBlocks.CopperNails, 3), new InventoryItem(BuiltinBlocks.Sling, 1) } }, { 10f, new List <InventoryItem>() { new InventoryItem(BuiltinBlocks.StoneBricks, 1), new InventoryItem(BuiltinBlocks.Planks, 1), new InventoryItem(BuiltinBlocks.CopperParts, 4), new InventoryItem(BuiltinBlocks.CopperNails, 4), new InventoryItem(BuiltinBlocks.Sling, 2) } }, }, ProjectileAnimation = Managers.AnimationManager.AnimatedObjects[Managers.AnimationManager.SLINGBULLET] }; TurretSettings[STONE] = turretSettings; }
private static void AddMatchlockTurretSettings() { var turretSettings = new TurretSetting { TurretItem = TurretTypes[MATCHLOCK_NAMESPACE], Ammo = new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.LEADBULLET.Name), new InventoryItem(ColonyBuiltIn.ItemTypes.GUNPOWDERPOUCH.Name) }, AmmoValue = 0.04f, DurabilityPerDoWork = 0.008f, FuelPerDoWork = 0.02f, Name = MATCHLOCK_NAMESPACE, OnShootAudio = "matchlock", OnHitAudio = "fleshHit", Range = 25, WorkTime = 14f, RefuelTime = 8, ReloadTime = 9, RepairTime = 15, RequiredForFix = new Dictionary <float, List <InventoryItem> > { { 75f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.STEELPARTS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 1) } }, { 50f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.STEELPARTS.Name, 2), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 2) } }, { 30f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.PLANKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.STEELPARTS.Name, 3), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 3), new InventoryItem(ColonyBuiltIn.ItemTypes.MATCHLOCKGUN.Name, 1) } }, { 10f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.PLANKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.STEELPARTS.Name, 4), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 4), new InventoryItem(ColonyBuiltIn.ItemTypes.MATCHLOCKGUN.Name, 2) } } }, ProjectileAnimation = AnimationManager.AnimatedObjects[AnimationManager.LEADBULLET] }; turretSettings.Damage[DamageType.Physical] = 500; TurretSettings[MATCHLOCK_NAMESPACE] = turretSettings; }
private static void AddCrossBowTurretSettings() { var turretSettings = new TurretSetting { TurretItem = TurretTypes[CROSSBOW_NAMESPACE], Ammo = new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.CROSSBOWBOLT.Name) }, AmmoValue = 0.04f, DurabilityPerDoWork = 0.005f, FuelPerDoWork = 0.02f, Name = CROSSBOW_NAMESPACE, OnShootAudio = "bowShoot", OnHitAudio = "fleshHit", Range = 20, WorkTime = 10f, RefuelTime = 7, ReloadTime = 8, RepairTime = 14, RequiredForFix = new Dictionary <float, List <InventoryItem> > { { 75f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.IRONRIVET.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 1) } }, { 50f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.IRONRIVET.Name, 2), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 2) } }, { 30f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.PLANKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.IRONRIVET.Name, 3), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 3), new InventoryItem(ColonyBuiltIn.ItemTypes.CROSSBOW.Name, 1) } }, { 10f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.PLANKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.IRONRIVET.Name, 4), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 4), new InventoryItem(ColonyBuiltIn.ItemTypes.CROSSBOW.Name, 2) } } }, ProjectileAnimation = AnimationManager.AnimatedObjects[AnimationManager.CROSSBOWBOLT] }; turretSettings.Damage[DamageType.Physical] = 300; TurretSettings[CROSSBOW_NAMESPACE] = turretSettings; }
private static void AddBronzeArrowTurretSettings() { var turretSettings = new TurretSetting { TurretItem = TurretTypes[BRONZEARROW_NAMESPACE], Ammo = new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.BRONZEARROW.Name) }, AmmoValue = 0.04f, DurabilityPerDoWork = 0.003f, FuelPerDoWork = 0.01f, Name = BRONZEARROW_NAMESPACE, OnShootAudio = "bowShoot", OnHitAudio = "fleshHit", Range = 15, WorkTime = 7f, RefuelTime = 6, ReloadTime = 7, RepairTime = 13, RequiredForFix = new Dictionary <float, List <InventoryItem> > { { 75f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERPARTS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 1) } }, { 50f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERPARTS.Name, 2), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 2) } }, { 30f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.PLANKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERPARTS.Name, 3), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 3), new InventoryItem(ColonyBuiltIn.ItemTypes.BOW.Name, 1) } }, { 10f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.PLANKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERPARTS.Name, 4), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 4), new InventoryItem(ColonyBuiltIn.ItemTypes.BOW.Name, 2) } } }, ProjectileAnimation = AnimationManager.AnimatedObjects[AnimationManager.ARROW] }; turretSettings.Damage[DamageType.Physical] = 100; TurretSettings[BRONZEARROW_NAMESPACE] = turretSettings; }
private static void AddStoneTurretSettings() { var turretSettings = new TurretSetting { TurretItem = TurretTypes[STONE_NAMESPACE], Ammo = new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.SLINGBULLET.Name) }, AmmoValue = 0.04f, DurabilityPerDoWork = 0.005f, FuelPerDoWork = 0.003f, Name = STONE_NAMESPACE, OnShootAudio = "sling", OnHitAudio = "fleshHit", Range = 10, WorkTime = 5f, RefuelTime = 5, ReloadTime = 6, RepairTime = 11, RequiredForFix = new Dictionary <float, List <InventoryItem> > { { 75f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERPARTS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 1) } }, { 50f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERPARTS.Name, 2), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 2) } }, { 30f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.PLANKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERPARTS.Name, 3), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 3), new InventoryItem(ColonyBuiltIn.ItemTypes.SLING.Name, 1) } }, { 10f, new List <InventoryItem> { new InventoryItem(ColonyBuiltIn.ItemTypes.STONEBRICKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.PLANKS.Name, 1), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERPARTS.Name, 4), new InventoryItem(ColonyBuiltIn.ItemTypes.COPPERNAILS.Name, 4), new InventoryItem(ColonyBuiltIn.ItemTypes.SLING.Name, 2) } } }, ProjectileAnimation = AnimationManager.AnimatedObjects[AnimationManager.SLINGBULLET] }; turretSettings.Damage[DamageType.Physical] = 50; TurretSettings[STONE_NAMESPACE] = turretSettings; }