// CONSTRUCTORS public Player(Block[] map, Point position, Point worldIndex, int currentFloor, int sightDist, string name, string gender, DietType diet, string faction, Class uclass, byte graphic = 1, bool solid = true, bool opaque = true) : base(map, position, worldIndex, currentFloor, sightDist, graphic, name, gender, diet, faction, solid, opaque) { ForeColor = Color.AntiqueWhite; BlueprintPouch bpPouch = new BlueprintPouch(false); RecipePouch craftPouch = new RecipePouch(false); Inventory.Add(bpPouch); Inventory.Add(craftPouch); Inventory.Add(new Axe(true) { WeaponName = "pickaxe", Material = Material.Copper }); Inventory.Add(new Torch(false)); foreach (Item i in Inventory) { i.DetermineDurability(); } Gold = 550; Class = uclass; DetermineStats(); DetermineEquipment(); }
// CONSTRUCTORS public Player(Block[] map, Point position, int sightDist, string name, string gender, bool friendly, Class uclass, byte graphic = 1, bool solid = true, bool opaque = true) : base(map, position, sightDist, graphic, name, gender, friendly, solid, opaque) { ForeColor = Color.AntiqueWhite; BlueprintPouch bpPouch = new BlueprintPouch(false); RecipePouch craftPouch = new RecipePouch(false); Inventory.Add(bpPouch); Inventory.Add(craftPouch); Inventory.Add(new Axe(true) { WeaponName = "pickaxe", Material = Material.Copper }); Gold = 6000; Class = uclass; DetermineStats(); DetermineEquipment(); }