int GetSourceValue(GameComponents.Point p) { if (TileTypeAt(p) == TileType.Staircase) { return(50); } return(0); }
int GetCellCost(GameComponents.Point p) //todo, wait, return negatives here, not null... { switch (TileTypeAt(p)) { case TileType.DeepWater: return(50); case TileType.Staircase: return(20); case TileType.Wall: return(-1); default: return(10); } }
bool IsSource(GameComponents.Point p) { return(TileTypeAt(p) == TileType.Staircase || p == Player.Position); }