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; }
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; }
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; }
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);
/// <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);
/// <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);
/// <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);