Esempio n. 1
0
        public static void Generate(Faction faction)
        {
            Map facet = Faction.Facet;

            List <Town> towns = Town.Towns;

            StrongholdDefinition stronghold = faction.Definition.Stronghold;

            if (!CheckExistance(stronghold.JoinStone, facet, typeof(JoinStone)))
            {
                JoinStone join = new JoinStone(faction);
                WeakEntityCollection.Add("factions", join);
                join.MoveToWorld(stronghold.JoinStone, facet);
            }

            if (!CheckExistance(stronghold.FactionStone, facet, typeof(FactionStone)))
            {
                FactionStone stone = new FactionStone(faction);
                WeakEntityCollection.Add("factions", stone);
                stone.MoveToWorld(stronghold.FactionStone, facet);
            }

            for (int i = 0; i < stronghold.Monoliths.Length; ++i)
            {
                Point3D monolith = stronghold.Monoliths[i];

                if (!CheckExistance(monolith, facet, typeof(StrongholdMonolith)))
                {
                    StrongholdMonolith mono = new StrongholdMonolith(towns[i], faction);
                    WeakEntityCollection.Add("factions", mono);
                    mono.MoveToWorld(monolith, facet);
                }
            }
        }
 public FactionDefinition( int sort, int huePrimary, int hueSecondary, int hueJoin, int hueBroadcast, int warHorseBody, int warHorseItem, string friendlyName, string keyword, TextDefinition name, TextDefinition propName, TextDefinition header, TextDefinition about, TextDefinition cityControl, TextDefinition sigilControl, TextDefinition signupName, TextDefinition factionStoneName, TextDefinition ownerLabel, TextDefinition guardIgnore, TextDefinition guardWarn, TextDefinition guardAttack, StrongholdDefinition stronghold, RankDefinition[] ranks, GuardDefinition[] guards )
 {
     m_Sort = sort;
     m_HuePrimary = huePrimary;
     m_HueSecondary = hueSecondary;
     m_HueJoin = hueJoin;
     m_HueBroadcast = hueBroadcast;
     m_WarHorseBody = warHorseBody;
     m_WarHorseItem = warHorseItem;
     m_FriendlyName = friendlyName;
     m_Keyword = keyword;
     m_Name = name;
     m_PropName = propName;
     m_Header = header;
     m_About = about;
     m_CityControl = cityControl;
     m_SigilControl = sigilControl;
     m_SignupName = signupName;
     m_FactionStoneName = factionStoneName;
     m_OwnerLabel = ownerLabel;
     m_GuardIgnore = guardIgnore;
     m_GuardWarn = guardWarn;
     m_GuardAttack = guardAttack;
     m_Stronghold = stronghold;
     m_Ranks = ranks;
     m_Guards = guards;
 }
Esempio n. 3
0
        public static void Generate(Faction faction)
        {
            Map facet = Faction.Facet;

            List <Town> towns = Town.Towns;

            StrongholdDefinition stronghold = faction.Definition.Stronghold;

            if (!CheckExistance(stronghold.JoinStone, facet, typeof(JoinStone)))
            {
                new JoinStone(faction).MoveToWorld(stronghold.JoinStone, facet);
            }

            if (!CheckExistance(stronghold.FactionStone, facet, typeof(FactionStone)))
            {
                new FactionStone(faction).MoveToWorld(stronghold.FactionStone, facet);
            }

            for (int i = 0; i < stronghold.Monoliths.Length; ++i)
            {
                Point3D monolith = stronghold.Monoliths[i];

                if (!CheckExistance(monolith, facet, typeof(StrongholdMonolith)))
                {
                    new StrongholdMonolith(towns[i], faction).MoveToWorld(monolith, facet);
                }
            }
        }
Esempio n. 4
0
 public FactionDefinition(int sort, int huePrimary, int hueSecondary, int hueJoin, int hueBroadcast, int warHorseBody, int warHorseItem, string friendlyName, string keyword, string abbreviation, TextDefinition name, TextDefinition propName, TextDefinition header, TextDefinition about, TextDefinition cityControl, TextDefinition sigilControl, TextDefinition signupName, TextDefinition factionStoneName, TextDefinition ownerLabel, TextDefinition guardIgnore, TextDefinition guardWarn, TextDefinition guardAttack, StrongholdDefinition stronghold, RankDefinition[] ranks, GuardDefinition[] guards)
 {
     m_Sort             = sort;
     m_HuePrimary       = huePrimary;
     m_HueSecondary     = hueSecondary;
     m_HueJoin          = hueJoin;
     m_HueBroadcast     = hueBroadcast;
     m_WarHorseBody     = warHorseBody;
     m_WarHorseItem     = warHorseItem;
     m_FriendlyName     = friendlyName;
     m_Keyword          = keyword;
     m_Abbreviation     = abbreviation;
     m_Name             = name;
     m_PropName         = propName;
     m_Header           = header;
     m_About            = about;
     m_CityControl      = cityControl;
     m_SigilControl     = sigilControl;
     m_SignupName       = signupName;
     m_FactionStoneName = factionStoneName;
     m_OwnerLabel       = ownerLabel;
     m_GuardIgnore      = guardIgnore;
     m_GuardWarn        = guardWarn;
     m_GuardAttack      = guardAttack;
     m_Stronghold       = stronghold;
     m_Ranks            = ranks;
     m_Guards           = guards;
 }