private void Mine() { ProductInfo productInfo = new ProductInfo(P.RandomMineOutput, null, H.MountainMine); productInfo.AddRandomOutput(new ElementWeight(P.Ore, 2)); //productInfo.AddRandomOutput(new ElementWeight(P.Coal, 1)); productInfo.AddRandomOutput(new ElementWeight(P.Stone, 2)); InputProdCheckAndAdd(productInfo); }
private void Foundry() { //doesnt have Coal as Combustion element bz then leaves a lot of Coal in the inventory //and gets full InputElement elementS = new InputElement(P.Ore, 5); List <InputElement> prodFormu1 = new List <InputElement>() { elementS, _eleWoodComb }; //List<InputElement> prodFormu2 = new List<InputElement>() { elementS, _eleCoalComb }; ProductInfo productInfo1 = new ProductInfo(P.RandomFoundryOutput, prodFormu1, H.Foundry); //ProductInfo productInfo2 = new ProductInfo(P.RandomFoundryOutput, prodFormu2, H.Foundry); productInfo1.AddRandomOutput(new ElementWeight(P.Iron, 1.5f)); productInfo1.AddRandomOutput(new ElementWeight(P.Coal, 1)); productInfo1.AddRandomOutput(new ElementWeight(P.Stone, 1)); productInfo1.AddRandomOutput(new ElementWeight(P.Sulfur, .5f)); productInfo1.AddRandomOutput(new ElementWeight(P.Potassium, .5f)); productInfo1.AddRandomOutput(new ElementWeight(P.Gold, .05f)); productInfo1.AddRandomOutput(new ElementWeight(P.Silver, 0.1f)); productInfo1.AddRandomOutput(new ElementWeight(P.Diamond, 0.01f)); //productInfo2.RandomWeightsOutput = productInfo1.RandomWeightsOutput; InputProdCheckAndAdd(productInfo1); //InputProdCheckAndAdd(productInfo2); //Steel InputElement elementI = new InputElement(P.Iron, 5); InputElement elementC = new InputElement(P.Coal, 5); List <InputElement> prodFormuA = new List <InputElement>() { elementI, elementC, _eleWoodComb }; List <InputElement> prodFormuB = new List <InputElement>() { elementI, elementC, _eleCoalComb }; InputProdCheckAndAdd(new ProductInfo(P.Steel, prodFormuA, H.Foundry)); InputProdCheckAndAdd(new ProductInfo(P.Steel, prodFormuB, H.Foundry)); }