public static void Generate(Faction faction) { Map facet = Faction.Facet; List <Town> towns = Town.Towns; StrongholdDefinition stronghold = faction.Definition.Stronghold; if (!CheckExistance(stronghold.JoinStone, facet, typeof(JoinStone))) { JoinStone join = new JoinStone(faction); WeakEntityCollection.Add("factions", join); join.MoveToWorld(stronghold.JoinStone, facet); } if (!CheckExistance(stronghold.FactionStone, facet, typeof(FactionStone))) { FactionStone stone = new FactionStone(faction); WeakEntityCollection.Add("factions", stone); stone.MoveToWorld(stronghold.FactionStone, facet); } for (int i = 0; i < stronghold.Monoliths.Length; ++i) { Point3D monolith = stronghold.Monoliths[i]; if (!CheckExistance(monolith, facet, typeof(StrongholdMonolith))) { StrongholdMonolith mono = new StrongholdMonolith(towns[i], faction); WeakEntityCollection.Add("factions", mono); mono.MoveToWorld(monolith, facet); } } }
public static void Generate(Faction faction) { Map facet = Faction.Facet; List<Town> towns = Town.Towns; StrongholdDefinition stronghold = faction.Definition.Stronghold; if (!CheckExistance(stronghold.JoinStone, facet, typeof(JoinStone))) { JoinStone join = new JoinStone(faction); WeakEntityCollection.Add("factions", join); join.MoveToWorld(stronghold.JoinStone, facet); } if (!CheckExistance(stronghold.FactionStone, facet, typeof(FactionStone))) { FactionStone stone = new FactionStone(faction); WeakEntityCollection.Add("factions", stone); stone.MoveToWorld(stronghold.FactionStone, facet); } for (int i = 0; i < stronghold.Monoliths.Length; ++i) { Point3D monolith = stronghold.Monoliths[i]; if (!CheckExistance(monolith, facet, typeof(StrongholdMonolith))) { StrongholdMonolith mono = new StrongholdMonolith(towns[i], faction); WeakEntityCollection.Add("factions", mono); mono.MoveToWorld(monolith, facet); } } }