/// <summary> /// Initializes a new instance of the class. /// </summary> /// <param name="xuid">The Xuid the character should belong to.</param> /// <param name="characterId">The character id.</param> /// <param name="autoStart">Auto start.</param> /// <param name="civilizationId">The civilization id the character should belong to.</param> public PacketBResponseCreateNewCharacter(long xuid, long characterId, byte autoStart, Civilizations civilizationId) { Xuid = xuid; CharacterId = characterId; AutoStart = autoStart; CivilizationId = civilizationId; }
/// <summary> /// Get random city scenario for civilization /// </summary> /// <param name="civId">The civilization Id.</param> /// <returns>Path to city scenario</returns> public static string GetRandomCityScenario(Civilizations civId) { switch (civId) { case Civilizations.Greek: return($"Capitals/CAPITAL_C01_0{StaticRandom.Next(1, 6)}"); case Civilizations.Egypt: return($"Capitals/CAPITAL_C02_0{StaticRandom.Next(1, 6)}"); case Civilizations.Celt: return($"Capitals/CAPITAL_C03_0{StaticRandom.Next(1, 6)}"); case Civilizations.Persia: return($"Capitals/CAPITAL_C04_0{StaticRandom.Next(1, 3)}"); case Civilizations.Babylonian: return($"Capitals/CAPITAL_C06_0{StaticRandom.Next(1, 3)}"); case Civilizations.Norse: return($"Capitals/CAPITAL_C07_0{StaticRandom.Next(1, 3)}"); default: throw new ArgumentOutOfRangeException($"CharacterHelper::getRandomCityScenario - Unknown CivId. CivId: {civId}"); } }
protected override void Dispose(bool disposing) { if (disposing) { Civilizations.Clear(); RevealedTo = null; } }
/// <summary> /// Initializes a new instance of the class. /// </summary> /// <param name="characterName">The character name.</param> /// <param name="unk0">Unknown.</param> /// <param name="characterFlags">The characters flags.</param> /// <param name="characterId">The character id.</param> /// <param name="xuid">The Xuid the character belongs to.</param> /// <param name="civilizationId">The civilization id the character belongs to.</param> public PacketBCharacterInitPacket(string characterName, string unk0, long characterFlags, long characterId, long xuid, Civilizations civilizationId) { Xuid = xuid; CharacterId = characterId; CharacterFlags = characterFlags; CivilizationId = civilizationId; CharacterName = characterName; Unk0 = unk0; }
/// <summary> /// Filter quest givers by current civilization id /// </summary> /// <returns>String list with excluded quest giver civilization tags</returns> /// <note>Quest giver civilization tags do not match generic game civilization tags</note> public static List <string> FilterQuestgiversbyCivilization(Civilizations civ) { List <string> Obj = new List <string>() { "C01_", "C02_", "C03_", "C04_", "C05_", "C06_", "C07_" }; switch (civ) { case Civilizations.Generic: break; case Civilizations.Greek: Obj.Remove("C01_"); break; case Civilizations.Egypt: Obj.Remove("C02_"); break; case Civilizations.Celt: Obj.Remove("C03_"); break; case Civilizations.Persia: Obj.Remove("C04_"); break; case Civilizations.Babylonian: Obj.Remove("C06_"); break; case Civilizations.Norse: Obj.Remove("C07_"); break; default: throw new ArgumentOutOfRangeException($"RegionHelper::FilterQuestgiversbyCivilization - Unknown civilization. Civilization: {civ}"); } return(Obj); }
private void ClearCivs() { if (Civilizations != null) { Civilizations.Clear(); } if (civList != null) { civList.Clear(); } }
public void FilterCivs() { var filteredCivs = new List <Civilization>(); if (!string.IsNullOrEmpty(Search)) { filteredCivs = Civilizations.Where(u => u.name.ToLower().Contains(Search.ToLower())).ToList();; Civilizations = new ObservableCollection <Civilization>(filteredCivs); } else { Civilizations = civList; } OnPropertyChanged(nameof(Civilizations)); }
public void FillTo(Generation.World.TimelineLayer component) { component.Age = Age; component.WorldTiles = new Generation.World.WorldTile[WorldMapResolution, WorldMapResolution]; for (int i = 0; i < WorldMapResolution; i++) { for (int j = 0; j < WorldMapResolution; j++) { component.WorldTiles[i, j] = WorldTiles[i * WorldMapResolution + j]; } } component.Civilizations = new List <Generation.World.Civilization>(Civilizations.Select(x => (Generation.World.Civilization)x)); component.Continents = new List <Generation.World.Region>(Continents.Select(x => (Generation.World.Region)x)); component.Islands = new List <Generation.World.Region>(Islands.Select(x => (Generation.World.Region)x)); component.Mountains = new List <Generation.World.Region>(Mountains.Select(x => (Generation.World.Region)x)); component.Forests = new List <Generation.World.Region>(Forests.Select(x => (Generation.World.Region)x)); component.Deserts = new List <Generation.World.Region>(Deserts.Select(x => (Generation.World.Region)x)); component.Swamps = new List <Generation.World.Region>(Swamps.Select(x => (Generation.World.Region)x)); component.Chunks = Chunks; component.ElevationMap = new float[WorldMapResolution][]; for (int i = 0; i < WorldMapResolution; i++) { component.ElevationMap[i] = new float[WorldMapResolution]; for (int j = 0; j < WorldMapResolution; j++) { component.ElevationMap[i][j] = ElevationMap[i * WorldMapResolution + j] / 255f; } } component.RiverMap = new bool[WorldMapResolution][]; for (int i = 0; i < WorldMapResolution; i++) { component.RiverMap[i] = new bool[WorldMapResolution]; for (int j = 0; j < WorldMapResolution; j++) { component.RiverMap[i][j] = RiverMap[i * WorldMapResolution + j]; } } component.RiverBorderMap = new bool[WorldMapResolution][]; for (int i = 0; i < WorldMapResolution; i++) { component.RiverBorderMap[i] = new bool[WorldMapResolution]; for (int j = 0; j < WorldMapResolution; j++) { component.RiverBorderMap[i][j] = RiverBorderMap[i * WorldMapResolution + j]; } } component.InlandWaterConnectivity = new TileForInlandWaterConnectivity[WorldMapResolution][]; for (int i = 0; i < WorldMapResolution; i++) { component.InlandWaterConnectivity[i] = new TileForInlandWaterConnectivity[WorldMapResolution]; for (int j = 0; j < WorldMapResolution; j++) { component.InlandWaterConnectivity[i][j] = InlandWaterConnectivity[i * WorldMapResolution + j]; } } component.BorderLines = new List <Generation.World.WaterBorderLine>(); foreach (var borderLineStorage in BorderLines) { component.BorderLines.Add(borderLineStorage); } }