Inheritance: ITraitInfo, ILobbyOptions
Esempio n. 1
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        public Shroud(Actor self, ShroudInfo info)
        {
            this.self = self;
            this.info = info;
            map       = self.World.Map;

            visibleCount         = new CellLayer <short>(map);
            generatedShroudCount = new CellLayer <short>(map);
            explored             = new CellLayer <bool>(map);
        }
Esempio n. 2
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        public Shroud(Actor self, ShroudInfo info)
        {
            this.self = self;
            this.info = info;
            map = self.World.Map;

            visibleCount = new CellLayer<short>(map);
            generatedShroudCount = new CellLayer<short>(map);
            explored = new CellLayer<bool>(map);
        }
Esempio n. 3
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        public ShroudRenderer(World world)
        {
            this.map = world.Map;
            shroudInfo = Rules.Info["player"].Traits.Get<ShroudInfo>();

            sprites = new Sprite[map.MapSize.X, map.MapSize.Y];
            fogSprites = new Sprite[map.MapSize.X, map.MapSize.Y];

            // Force update on first render
            shroudHash = -1;
        }
Esempio n. 4
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        public Shroud(Actor self, ShroudInfo info)
        {
            this.self = self;
            this.info = info;
            map       = self.World.Map;

            passiveVisibleCount  = new CellLayer <short>(map);
            visibleCount         = new CellLayer <short>(map);
            generatedShroudCount = new CellLayer <short>(map);
            explored             = new CellLayer <bool>(map);

            // Defaults to 0 = Shroud
            resolvedType = new CellLayer <ShroudCellType>(map);
        }
Esempio n. 5
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        public Shroud(Actor self, ShroudInfo info)
        {
            this.self = self;
            this.info = info;
            map = self.World.Map;

            passiveVisibleCount = new CellLayer<short>(map);
            visibleCount = new CellLayer<short>(map);
            generatedShroudCount = new CellLayer<short>(map);
            explored = new CellLayer<bool>(map);

            // Defaults to 0 = Shroud
            resolvedType = new CellLayer<ShroudCellType>(map);
        }
Esempio n. 6
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        public Shroud(Actor self, ShroudInfo info)
        {
            Info = info;
            this.self = self;
            map = self.World.Map;

            visibleCells = new int[map.MapSize.X, map.MapSize.Y];
            exploredCells = new bool[map.MapSize.X, map.MapSize.Y];
            foggedCells = new bool[map.MapSize.X, map.MapSize.Y];
            self.World.ActorAdded += AddActor;
            self.World.ActorRemoved += RemoveActor;

            if (!info.Shroud)
                ExploredBounds = map.Bounds;
        }
Esempio n. 7
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        public Shroud(Actor self, ShroudInfo info)
        {
            Info      = info;
            this.self = self;
            map       = self.World.Map;

            visibleCells             = new int[map.MapSize.X, map.MapSize.Y];
            exploredCells            = new bool[map.MapSize.X, map.MapSize.Y];
            foggedCells              = new bool[map.MapSize.X, map.MapSize.Y];
            self.World.ActorAdded   += AddActor;
            self.World.ActorRemoved += RemoveActor;

            if (!info.Shroud)
            {
                ExploredBounds = map.Bounds;
            }
        }