示例#1
0
        public Block(EntityID in_id, string in_name, BiomeMask in_addsToBiome = BiomeMask.None,
                     GatheringTools in_gatherTool    = GatheringTools.None,
                     GatheringEffect in_gatherEffect = GatheringEffect.None,
                     EntityID?in_itemID  = null, EntityID?in_collectibleID = null,
                     bool in_isFlammable = false, bool in_isLiquid         = false,
                     int in_maxToughness = DefaultMaxToughness)
            : base(Bounds, in_id, in_name, in_addsToBiome)
        {
            var nonNullCollectibleID = in_collectibleID ?? EntityID.None;

            if (!nonNullCollectibleID.IsValidForRange(AssemblyInfo.CollectibleIDs))
            {
                throw new ArgumentOutOfRangeException(nameof(in_collectibleID));
            }
            var nonNullItemID = in_itemID ?? EntityID.None;

            if (!nonNullItemID.IsValidForRange(AssemblyInfo.ItemIDs))
            {
                throw new ArgumentOutOfRangeException(nameof(in_itemID));
            }

            GatherTool    = in_gatherTool;
            GatherEffect  = in_gatherEffect;
            ItemID        = nonNullItemID;
            CollectibleID = nonNullCollectibleID;
            IsFlammable   = in_isFlammable;
            IsLiquid      = in_isLiquid;
            MaxToughness  = in_maxToughness;
        }
示例#2
0
 public Floor(EntityID in_id, string in_name, BiomeMask in_addsToBiome = BiomeMask.None,
              ModificationTools in_modTool = ModificationTools.None,
              string in_trenchName         = defaultTrenchName, bool in_isWalkable = true)
     : base(Bounds, in_id, in_name, in_addsToBiome)
 {
     ModTool    = in_modTool;
     TrenchName = in_trenchName;
     IsWalkable = in_isWalkable;
 }
示例#3
0
        public Collectible(EntityID in_id, string in_name, BiomeMask in_addsToBiome = BiomeMask.None,
                           CollectionEffect in_effect = CollectionEffect.None, int in_effectAmount = 0,
                           EntityID?in_itemID         = null)
            : base(Bounds, in_id, in_name, in_addsToBiome)
        {
            var nonNullItemID = in_itemID ?? EntityID.None;

            if (!nonNullItemID.IsValidForRange(AssemblyInfo.ItemIDs))
            {
                throw new ArgumentOutOfRangeException(nameof(in_itemID));
            }

            Effect       = in_effect;
            EffectAmount = in_effectAmount;
            ItemID       = nonNullItemID;
        }
示例#4
0
        public Furnishing(EntityID in_id, string in_name, BiomeMask in_addsToBiome = BiomeMask.None,
                          bool in_isWalkable = false, EntityID?in_itemID = null, EntityID?in_swapID = null)
            : base(Bounds, in_id, in_name, in_addsToBiome)
        {
            var nonNullItemID = in_itemID ?? EntityID.None;

            if (!nonNullItemID.IsValidForRange(AssemblyInfo.ItemIDs))
            {
                throw new ArgumentOutOfRangeException(nameof(in_itemID));
            }
            var nonNullSwapID = in_swapID ?? EntityID.None;

            if (!nonNullSwapID.IsValidForRange(Bounds))
            {
                throw new ArgumentOutOfRangeException(nameof(in_swapID));
            }

            IsWalkable = in_isWalkable;
            ItemID     = nonNullItemID;
            SwapID     = nonNullSwapID;
        }
 protected ParquetParent(Range <EntityID> in_bounds, EntityID in_id, string in_name, BiomeMask in_addsToBiome = BiomeMask.None)
     : base(in_bounds, in_id, in_name)
 {
     AddsToBiome = in_addsToBiome;
 }
 /// <summary>Checks if the Volcanic flag is set.</summary>
 /// <returns><c>true</c>, if the Volcanic flag is set, <c>false</c> otherwise.</returns>
 public static bool IsVolcanic(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Volcanic);
 /// <summary>Checks if the Frozen flag is set.</summary>
 /// <returns><c>true</c>, if the Frozen flag is set, <c>false</c> otherwise.</returns>
 public static bool IsFrozen(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Frozen);
 /// <summary>Checks if the Swampy flag is set.</summary>
 /// <returns><c>true</c>, if the Swampy flag is set, <c>false</c> otherwise.</returns>
 public static bool IsSwampy(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Swampy);
 /// <summary>Checks if the Coastal flag is set.</summary>
 /// <returns><c>true</c>, if the Coastal flag is set, <c>false</c> otherwise.</returns>
 public static bool IsCoastal(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Coastal);
示例#10
0
 /// <summary>Checks if the Heavenly flag is set.</summary>
 /// <returns><c>true</c>, if the Heavenly flag is set, <c>false</c> otherwise.</returns>
 public static bool IsHeavenly(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Heavenly);
示例#11
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 /// <summary>Checks if the Forested flag is set.</summary>
 /// <returns><c>true</c>, if the Forested flag is set, <c>false</c> otherwise.</returns>
 public static bool IsForested(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Forested);
示例#12
0
 /// <summary>Checks if the Deserted flag is set.</summary>
 /// <returns><c>true</c>, if the Deserted flag is set, <c>false</c> otherwise.</returns>
 public static bool IsDeserted(this BiomeMask in_enumVariable)
 => in_enumVariable.HasFlag(BiomeMask.Deserted);