예제 #1
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 public SpawnArea(string name, int min, int max, string[] types, string[] include, string[] exclude, string safety, ExtraConditions extra)
 {
     MapName               = name;    //name of the targeted map, e.g. "Farm" or "BusStop"
     MinimumSpawnsPerDay   = min;     //minimum number of items to be spawned each day (before multipliers)
     MaximumSpawnsPerDay   = max;     //maximum number of items to be spawned each day (before multipliers)
     AutoSpawnTerrainTypes = types;   //a list of strings describing the terrain on which objects may spawn
     IncludeAreas          = include; //a list of strings describing coordinates for object spawning
     ExcludeAreas          = exclude; //a list of strings describing coordinates *preventing* object spawning
     StrictTileChecking    = safety;  //the degree of safety-checking to use before spawning objects on a tile
     ExtraConditions       = extra;   //a list of additional conditions that may be used to limit object spawning
 }
예제 #2
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 //default constructor, providing settings for Forest Farm style forage placement
 public ForageSpawnArea()
     : base()
 {
     UniqueAreaID          = "";
     MapName               = "Farm";
     MinimumSpawnsPerDay   = 0;
     MaximumSpawnsPerDay   = 3;
     AutoSpawnTerrainTypes = new string[] { "Grass", "Diggable" };
     IncludeAreas          = new string[0];
     ExcludeAreas          = new string[0];
     StrictTileChecking    = "High";
     ExtraConditions       = new ExtraConditions();
 }
예제 #3
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 //default constructor, providing Hilltop Farm style ore on the farm's quarry terrain (if any)
 public OreSpawnArea()
     : base()
 {
     UniqueAreaID          = "";
     MapName               = "Farm";
     MinimumSpawnsPerDay   = 1;
     MaximumSpawnsPerDay   = 5;
     AutoSpawnTerrainTypes = new string[] { "Quarry" };
     IncludeAreas          = new string[0];
     ExcludeAreas          = new string[0];
     StrictTileChecking    = "High";
     ExtraConditions       = new ExtraConditions();
 }
예제 #4
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            //default constructor, providing settings for hardwood stump respawning (roughly similar to the Forest Farm)
            public LargeObjectSpawnArea()
                : base()
            {
                UniqueAreaID          = "";
                MapName               = "Farm";
                MinimumSpawnsPerDay   = 999;
                MaximumSpawnsPerDay   = 999;
                AutoSpawnTerrainTypes = new string[0];
                IncludeAreas          = new string[0];
                ExcludeAreas          = new string[0];
                StrictTileChecking    = "High";
                ExtraConditions       = new ExtraConditions();

                ObjectTypes = new string[] { "Stump" };
                FindExistingObjectLocations     = true;
                PercentExtraSpawnsPerSkillLevel = 0;
                RelatedSkill = "Foraging";
            }
예제 #5
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 public OreSpawnArea(string name, int min, int max, string[] types, string[] include, string[] exclude, string safety, ExtraConditions extra, Dictionary <string, int> skill, Dictionary <string, int> starting, Dictionary <string, int> levelTen)
     : base(name, min, max, types, include, exclude, safety, extra)  //uses the original "SpawnArea" constructor to fill in the shared fields as usual
 {
     MiningLevelRequired = skill;
     StartingSpawnChance = starting;
     LevelTenSpawnChance = levelTen;
 }
예제 #6
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 public LargeObjectSpawnArea(string name, int min, int max, string[] types, string[] include, string[] exclude, string safety, ExtraConditions extra, string[] objTypes, bool find, int extraSpawns, string skill)
     : base(name, min, max, types, include, exclude, safety, extra) //uses the original "SpawnArea" constructor to fill in the shared fields as usual
 {
     ObjectTypes = objTypes;
     FindExistingObjectLocations     = find;
     PercentExtraSpawnsPerSkillLevel = extraSpawns;
     RelatedSkill = skill;
 }
예제 #7
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 public ForageSpawnArea(string name, int min, int max, string[] types, string[] include, string[] exclude, string safety, ExtraConditions extra, int[] spring, int[] summer, int[] fall, int[] winter)
     : base(name, min, max, types, include, exclude, safety, extra) //uses the original "SpawnArea" constructor to fill in the shared fields as usual
 {
     SpringItemIndex = spring;
     SummerItemIndex = summer;
     FallItemIndex   = fall;
     WinterItemIndex = winter;
 }