private void RewardPlayer(Tier tier) { Getters.GetRandomAmmo(tier).AddToInventory(player); player.Gold += 750 * (int)tier; player.MaxHealth += 50; player.Heal(player.MaxHealth); player.Defence += 15; }
private ShopItems GetRandomStuff(Tier tier) { ShopItems items = new ShopItems(); AddBonuses(items, Getters.GetDrop(tier).Keys.ToList()); AddScraps(items, tier); items.Backpack.Add(Getters.GetRandomAmmo(tier)); return(items); }
private void SetDropForLevel(Tier tier, Difficulty diff) { Dictionary <IBonus, int> set = new Dictionary <IBonus, int>(); foreach (var pair in Getters.GetDrop(tier)) { set.Add(pair.Key, pair.Value * (int)diff); } foreach (var pair in Getters.GetScrapDrop(tier)) { set.Add(pair.Key, pair.Value * (int)diff); } set.Add(new GoldCoin(new Vector(), tier, diff), 33 * (int)diff); lvl.SetDroppables(set); }
public static List <IEquipable> ParseLoot(IEnumerable <string> loots) { return(loots .Select(name => Getters.ParseItem(name)) .ToList()); }