public int bombx, bomby; //sloppy- should use mob instead public item_instance(Etilesprite _tile, bool _ismob = false, mob m = null, int _bombcount = 0) { tile = _tile; ismob = _ismob; mob = m; bombcount = _bombcount; }
public Tcityaddons(string _e, string _n, int _cost, Etilesprite _tile) { explain = _e; name = _n; cost = _cost; tile = _tile; }
public Tresource(Eresourcetype _ert, string _name, int _p, int _g, int _f, string _exploit, Etilesprite _tile, string _explain, bool destroyed) { ert = _ert; yieldwhenworked = new yields(_p, _g, _f); name = _name; nameofexploiter = _exploit; tile = _tile; explain = _explain; destroyedbybuilding = destroyed; }
public bool check3(Etilesprite e, Etilesprite x) { //returns true if e matches x //check if supplied tile e is of type x, i.e. is the same or in the same 3 set //because there are 3 tiles for the biomes //this is just to neaten the code. speed is not an issue. int a = (int)e; int b = (int)x; return(a == b || a == b + 1 || a == b + 2); }
public void do_fov_rec_shadowcast(int x, int y, int radius) { FOV_set_this_run.Fill(false); in_FOV.Fill(false); Action <int, int> ff = (int xx, int yy) => { in_FOV.AtSet(xx, yy, true); fogofwar.AtSet(xx, yy, false); Etilesprite et = displaychar.AtGet(xx, yy); //new debug if ((int)et < 0 || (int)et > 255) { Debug.Log("ET OUT OF BOUNDS =" + (int)et); } //end new debug playermemory.AtSet(xx, yy, et); if (itemgrid[xx, yy] != null && itemgrid[xx, yy].ismob == false) { minimap.SetPixel(xx, yy, (Color)minimapcolours[(int)itemgrid[xx, yy].tile]); } else { if (buildings[xx, yy] != Etilesprite.EMPTY) { minimap.SetPixel(xx, yy, (Color)minimapcolours[(int)buildings[xx, yy]]); } else { minimap.SetPixel(xx, yy, (Color)minimapcolours[(int)et]); } } //if (et == Etilesprite.WALL) minimap.SetPixel(xx, yy, Color.grey); //else if (et == Etilesprite.FLOOR) minimap.SetPixel(xx, yy, Color.black); }; for (sbyte i = 0; i < 8; i++) { cast_light(x, y, radius, 1, 1.0f, 0.0f, multipliers[0, i], multipliers[1, i], multipliers[2, i], multipliers[3, i], ff ); } ff(x, y); minimap.SetPixel(this.player.posx, this.player.posy, Color.magenta); minimap.Apply(false); }
public mob(Emobtype typ) { AIformob = new AI(); mobarchetype at = archetypes[(int)typ]; archetype = at; hp = at.hp; tile = at.tile; hostile_toenemies_currently = at.hostile_toenemies; hostile_toplayer_currently = at.hostile_toplayer; //undead_currently = at.undead; flies_currently = at.flies; skates_currently = at.skates; facing = 0; speed = 0; }
public mobarchetype(Emobtype _type, string _name, string _wep, int _hp, bool _hostileplayer, bool _hostileenemy, Etilesprite _tile, int _upkeepgold, int _upkeepfood, int _buildprod, int _buildhorse, int _buildiron, int _al, int _ah, int _def, int _sr, bool _tank, bool _parry, int _moves, int _attacks) { type = _type; name = _name; weaponname = _wep; hp = _hp; tile = _tile; hostile_toplayer = _hostileplayer; hostile_toenemies = _hostileenemy; upkeepgold = _upkeepgold; upkeepfood = _upkeepfood; buildcostproduction = _buildprod; buildcostiron = _buildiron; buildcosthorses = _buildhorse; attacklow = _al; attackhigh = _ah; defence = _def; sightradius = _sr; tank = _tank; parry = _parry; moves = _moves; attacks = _attacks; }