Exemplo n.º 1
0
 public void RerollAsOrc()
 {
     associatedAdventurer.Reroll(associatedAdventurer.advClass, AdventurerSpecies.Orc, associatedAdventurer.isElite, Adventurer.GetRandomStatPoint());
     shell.Close();
 }
Exemplo n.º 2
0
 public void RegenerateDataStore()
 {
     dataStore = new GameDataManager_DataStore();
     RecalculateResourceMaximums();
     DetermineNextPromoteUnlock();
     for (int i = 0; i < dataStore.housingLevel; i++)
     {
         dataStore.houseAdventurers[i].Reroll(AdventurerClass.Warrior, AdventurerSpecies.Human, dataStore.housingUnitUpgrades[i], Adventurer.GetRandomStatPoint());
     }
     dataStore.sovereignMugshot = (AdventurerMugshot)Random.Range((int)AdventurerMugshot.Sovereign0, (int)AdventurerMugshot.Sovereign7 + 1);
     dataStore.sovereignAdventurer.Reroll(AdventurerClass.Sovereign, AdventurerSpecies.Human, false, new int[] { 0, 0, 0, 0 });
     saveExisted = false;
 }
Exemplo n.º 3
0
 public void RerollAsHuman()  // yes there have to be three of these - ugly af but Unity can't invoke functions with args from UI buttons
 {
     associatedAdventurer.Reroll(associatedAdventurer.advClass, AdventurerSpecies.Human, associatedAdventurer.isElite, Adventurer.GetRandomStatPoint());
     shell.Close();
 }
Exemplo n.º 4
0
 void Update()
 {
     DebugBlob();
     if (Time.time - lastSecondTimestamp >= 1.0f)
     {
         lastSecondTimestamp = Time.time;
         UpdateProcessing_ResourceGain();
         if (HasFlag(ProgressionFlags.TaskmasterUnlock))
         {
             UpdateProcessing_ResourceGain();                                                                                                                                        // output doubled in the quickest, laziest way possible
         }
         HandlePendingUpgrade(ref dataStore.pendingUpgradeTimer_Docks, ref dataStore.buildingLv_Docks, ref dataStore.pendingUpgrade_Docks, ref dataStore.pendingUpgradeTimer_Docks); // this is a hack
         HandlePendingUpgrade(ref dataStore.pendingUpgradeTimer_Mason, ref dataStore.buildingLv_Mason, ref dataStore.pendingUpgrade_Mason, ref dataStore.resBricks_maxUpgrades);
         HandlePendingUpgrade(ref dataStore.pendingUpgradeTimer_Sawmill, ref dataStore.buildingLv_Sawmill, ref dataStore.pendingUpgrade_Sawmill, ref dataStore.resPlanks_maxUpgrades);
         HandlePendingUpgrade(ref dataStore.pendingUpgradeTimer_Smith, ref dataStore.buildingLv_Smith, ref dataStore.pendingUpgrade_Smith, ref dataStore.resMetal_maxUpgrades);
     }
     for (int i = 0; i < dataStore.housingLevel; i++)
     {
         if (!dataStore.houseAdventurers[i].initialized)
         {
             dataStore.houseAdventurers[i].Reroll(AdventurerClass.Warrior, AdventurerSpecies.Human, dataStore.housingUnitUpgrades[i], Adventurer.GetRandomStatPoint());
         }
         else if (dataStore.houseAdventurers[i].isDeceased)
         {
             dataStore.houseAdventurers[i].ReplaceDead();
         }
     }
     if (dataStore.adventureLevel > 1 && (!HasFlag(ProgressionFlags.FaeUnlock) || !HasFlag(ProgressionFlags.OrcUnlock)))
     {
         SetFlag(ProgressionFlags.FaeUnlock);
         SetFlag(ProgressionFlags.OrcUnlock);
     }
     if (dataStore.adventureLevel > 2 && !HasFlag(ProgressionFlags.TowerUnlock))
     {
         SetFlag(ProgressionFlags.TowerUnlock);
     }
     if (dataStore.sovWpn_Set == null)
     {
         dataStore.sovWpn_Knives = new SovereignWpn(0, WpnType.Knives);
         dataStore.sovWpn_Mace   = new SovereignWpn(0, WpnType.Mace);
         dataStore.sovWpn_Staff  = new SovereignWpn(0, WpnType.Staff);
         dataStore.sovereignEquippedWeaponType = WpnType.Mace;
         dataStore.sovereignAdventurer.PushWpnToSovereign();
     }
 }