示例#1
0
        /// <summary>
        /// Adds a Projectile to the game
        /// </summary>
        /// <param name="p">The Projectile to add</param>
        /// <param name="texture">The texture of the projectile to add</param>
        /// <param name="param">Common object loading parameters</param>
        /// <param name="pet">Wether the Projectile is a pet or not</param>
        public static void AddToGame(Projectile p, Texture2D texture, LoadParameters param, bool pet = false)
        {
            p.type = Defs.projectileNextType++;
            p.name = param.ModBase.modName + ":" + param.Name;

            if (!String.IsNullOrEmpty(param.SubClassTypeName))
            {
                p.subClass = (ModProjectile)param.Assembly.CreateInstance(param.SubClassTypeName, false, BindingFlags.Public | BindingFlags.Instance, null,
                                                                          new object[] { param.ModBase, p }, CultureInfo.CurrentCulture, new object[] { });

                if (p.subClass != null)
                {
                    Defs.FillCallPriorities(p.subClass.GetType());
                }
            }

            if (pet)
            {
                Array.Resize(ref Main.projPet, Main.projPet.Length + 1);
                Main.projPet[p.type] = pet;
            }

            if (!Main.dedServ)
            {
                Main.projectileTexture.Add(p.type, texture);
            }
            Defs.projectiles.Add(p.name, p);
            Defs.projectileNames.Add(p.type, p.name);
        }
示例#2
0
        /// <summary>
        /// Adds a Buff to the game
        /// </summary>
        /// <param name="Bparam">The Buff data to add to the game</param>
        /// <param name="param">Common object loading parameters</param>
        public static void AddToGame(BuffParameters Bparam, LoadParameters param)
        {
            int type = Defs.buffNextType++;

            if (!Main.dedServ)
            {
                Main.buffTexture.Add(type, Bparam.Texture);
            }

            Defs.buffNames[type] = param.ModBase.modName + ":" + param.Name;
            Defs.buffType[param.ModBase.modName + ":" + param.Name] = type;

            if (!String.IsNullOrEmpty(param.SubClassTypeName))
            {
                Defs.buffs.Add(type, (ModBuff)param.Assembly.CreateInstance(param.SubClassTypeName, false, BindingFlags.Public | BindingFlags.Instance,
                                                                            null, new object[] { param.ModBase }, System.Globalization.CultureInfo.CurrentCulture, new object[] { }));

                if (Defs.buffs[type] != null)
                {
                    Defs.FillCallPriorities(Defs.buffs[type].GetType());
                }
            }

            Array.Resize(ref Main.buffName, Main.buffName.Length + 1);
            Main.buffName[type] = param.Name;
            Array.Resize(ref Main.buffTip, Main.buffTip.Length + 1);
            Main.buffTip[type] = Bparam.Tip;
            Array.Resize(ref Main.debuff, Main.debuff.Length + 1);
            Main.debuff[type] = (Bparam.Type & BuffType.Debuff) == BuffType.Debuff;
            Array.Resize(ref Main.vanityPet, Main.vanityPet.Length + 1);
            Main.vanityPet[type] = Bparam.VanityPet;
            Array.Resize(ref Main.lightPet, Main.lightPet.Length + 1);
            Main.vanityPet[type] = Bparam.LightPet;
            Array.Resize(ref Main.meleeBuff, Main.meleeBuff.Length + 1);
            Main.meleeBuff[type] = (Bparam.Type & BuffType.WeaponBuff) == BuffType.WeaponBuff;
        }
示例#3
0
        /// <summary>
        /// Adds an NPC to the game.
        /// </summary>
        /// <param name="n">The NPC to add</param>
        /// <param name="texture">The texture of the NPC to add</param>
        /// <param name="param">Common object loading parameters</param>
        public static void AddToGame(NPC n, Texture2D texture, LoadParameters param)
        {
            n.netID       = n.type = Defs.npcNextType++;
            n.name        = param.ModBase.modName + ":" + param.Name;
            n.displayName = param.Name;

            if (!String.IsNullOrEmpty(param.SubClassTypeName))
            {
                n.subClass = (ModNPC)param.Assembly.CreateInstance(param.SubClassTypeName, false, BindingFlags.Public | BindingFlags.Instance, null,
                                                                   new object[] { param.ModBase, n }, CultureInfo.CurrentCulture, new object[] { });

                if (n.subClass != null)
                {
                    Defs.FillCallPriorities(n.subClass.GetType());
                }
            }

            if (!Main.dedServ)
            {
                Main.npcTexture.Add(n.type, texture);
            }
            Defs.npcs.Add(n.name, n);
            Defs.npcNames.Add(n.type, n.name);
        }
示例#4
0
        /// <summary>
        /// Adds an Item to the default game data
        /// </summary>
        /// <param name="i">The Item to add</param>
        /// <param name="texture">The texture of the Item to add</param>
        /// <param name="param">Common object loading parameters</param>
        /// <param name="Aparam">Parameters for armor items</param>
        /// <returns>The IDs of the armor parts as an ArmorReturnValues</returns>
        public static ArmorReturnValues AddToGame(Item i, Texture2D texture, LoadParameters param, ArmorParameters Aparam = default(ArmorParameters))
        {
            ArmorReturnValues ret = new ArmorReturnValues(-1, -1, -1);

            i.netID       = i.type = Defs.itemNextType++;
            i.stack       = 1;
            i.name        = param.ModBase.modName + ":" + param.Name;
            i.displayName = param.Name;

            if (Aparam.HeadTexture != null)
            {
                i.headSlot = Defs.headSlotNextType++;

                if (Item.headType.ContainsKey(i.headSlot))
                {
                    Item.headType[i.headSlot] = i.type;
                }
                else
                {
                    Item.headType.Add(i.headSlot, i.type);
                }

                if (!Main.dedServ)
                {
                    Main.armorHeadTexture.Add(i.headSlot, Aparam.HeadTexture);
                }

                ret.HeadID = i.headSlot;
            }

            if (Aparam.BodyTexture != null)
            {
                i.bodySlot = Defs.bodySlotNextType++;

                if (Item.bodyType.ContainsKey(i.bodySlot))
                {
                    Item.bodyType[i.bodySlot] = i.type;
                }
                else
                {
                    Item.bodyType.Add(i.bodySlot, i.type);
                }

                if (!Main.dedServ)
                {
                    Main.armorHeadTexture.Add(i.bodySlot, Aparam.BodyTexture);

                    if (Aparam.FemaleBodyTexture != null)
                    {
                        Main.femaleBodyTexture.Add(i.bodySlot, Aparam.FemaleBodyTexture);
                    }
                }

                ret.BodyID = i.bodySlot;
            }

            if (Aparam.LegsTexture != null)
            {
                i.legSlot = Defs.legSlotNextType++;

                if (Item.legType.ContainsKey(i.legSlot))
                {
                    Item.legType[i.legSlot] = i.type;
                }
                else
                {
                    Item.legType.Add(i.legSlot, i.type);
                }

                if (!Main.dedServ)
                {
                    Main.armorLegTexture.Add(i.legSlot, Aparam.LegsTexture);
                }

                ret.LegsID = i.legSlot;
            }

            if (param.SubClassTypeName != null)
            {
                i.subClass = (ModItem)param.Assembly.CreateInstance(param.SubClassTypeName, false, BindingFlags.Public | BindingFlags.Instance, null,
                                                                    new object[] { param.ModBase, i }, CultureInfo.CurrentCulture, new object[] { });

                if (i.subClass != null)
                {
                    Defs.FillCallPriorities(i.subClass.GetType());
                }
            }

            if (!Main.dedServ)
            {
                Main.itemTexture.Add(i.type, texture);
            }
            Defs.items.Add(i.name, i);
            Defs.itemNames.Add(i.type, i.name);

            return(ret);
        }
示例#5
0
        /// <summary>
        /// Adds a Tile to the game
        /// </summary>
        /// <param name="Tparam">The Tile data to add to the game</param>
        /// <param name="param">Common object loading parameters</param>
        public static void AddToGame(TileParameters Tparam, LoadParameters param)
        {
            int type = Defs.tileNextType++;

            TileDef.ResizeTiles(Defs.tileNextType);

            if (!Main.dedServ)
            {
                Main.tileTexture[type] = Tparam.Texture;
            }

            if (!String.IsNullOrEmpty(param.SubClassTypeName))
            {
                TileDef.codeClass[type] = (ModTile)param.Assembly.CreateInstance(param.SubClassTypeName, false, BindingFlags.Public | BindingFlags.Instance, null,
                                                                                 new object[] { param.ModBase }, CultureInfo.CurrentCulture, new object[] { });

                if (TileDef.codeClass[type] != null)
                {
                    Defs.FillCallPriorities(TileDef.codeClass[type].GetType());
                }
            }

            TileDef.name[type]        = param.ModBase.modName + ":" + param.Name;
            TileDef.displayName[type] = param.Name;

            TileDef.width[type]        = Tparam.Width;
            TileDef.height[type]       = Tparam.Height;
            TileDef.frameWidth[type]   = Tparam.FrameWidth;
            TileDef.frameHeight[type]  = Tparam.FrameHeight;
            TileDef.sheetColumns[type] = Tparam.SheetColumns;
            TileDef.sheetLines[type]   = Tparam.SheetLines;

            TileDef.solid[type]          = Tparam.Solid;
            TileDef.solidTop[type]       = Tparam.SolidTop;
            TileDef.frameImportant[type] = Tparam.FrameImportant;

            TileDef.breaksFast[type]     = Tparam.BreaksFast;
            TileDef.breaksByPick[type]   = Tparam.BreaksByPic;
            TileDef.breaksByAxe[type]    = Tparam.BreaksByAxe;
            TileDef.breaksByHammer[type] = Tparam.BreaksByHammer;
            TileDef.breaksByCut[type]    = Tparam.BreaksByCut;
            TileDef.breaksByWater[type]  = Tparam.BreaksByWater;
            TileDef.breaksByLava[type]   = Tparam.BreaksByLava;

            TileDef.table[type]       = Tparam.Table;
            TileDef.rope[type]        = Tparam.Rope;
            TileDef.noAttach[type]    = Tparam.NoAttach;
            TileDef.tileDungeon[type] = Tparam.Dungeon;

            TileDef.blocksLight[type]  = Tparam.BlocksAnyLight;
            TileDef.blocksSun[type]    = Tparam.BlocksSunlight;
            TileDef.glows[type]        = Tparam.Glows;
            TileDef.shines[type]       = Tparam.Shines;
            TileDef.shineChance[type]  = Tparam.ShineChance;
            TileDef.frame[type]        = Tparam.Frame;
            TileDef.frameCounter[type] = Tparam.FrameCounter;

            TileDef.brick[type]     = Tparam.Brick;
            TileDef.moss[type]      = Tparam.Moss;
            TileDef.stone[type]     = Tparam.Stone;
            TileDef.mergeDirt[type] = Tparam.Dirt;

            TileDef.tileSand[type]      = Tparam.Sand;
            TileDef.tileFlame[type]     = Tparam.Flame;
            TileDef.alchemyflower[type] = Tparam.AlchemyFlower;
        }
示例#6
0
文件: Sdk.cs 项目: jayands/tAPI-SDK
        /// <summary>
        /// Initializes the SDK.
        /// Call this in OnLoad.
        /// If you do not call this, the SDK will not work (partially).
        /// </summary>
        public static void Init()
        {
            if (Inited)
            {
                return;
            }

            // Adding the current assembly to the mods... *puts on sunglasses*

            // because of this, all mods will load the same assembly instance (hehehe), so the data can be accessible for all mods

            Assembly code = Assembly.GetExecutingAssembly();

            JsonData modInfo = JsonMapper.ToObject(ReadResource("ModInfo.json"));

            const string
                MODFILE     = "TAPI.SDK.tapimod",
                MODNAME     = "TAPI.SDK",
                DISPLAYNAME = "tAPI SDK";

            ModBase modBase = new Mod();

            modBase.fileName = MODFILE;
            modBase.modName  = MODNAME;
            modBase.modInfo  = new ModInfo(modInfo);

            Mods.loadOrder.Add(MODNAME);
            Mods.modBases.Add(modBase);

            #region instantiate mod[...]
            modBase.modPlayers.Add(new MPlayer(modBase, null));
            modBase.modWorlds.Add(new MWorld(modBase));
            modBase.modItems.Add(new MItem(modBase, null));
            modBase.modNPCs.Add(new MNPC(modBase, null));
            modBase.modProjectiles.Add(new MProj(modBase, null));
            modBase.modInterfaces.Add(new SdkUI(modBase));

            foreach (ModBase m in Mods.modBases)
            {
                Defs.FillCallPriorities(m.GetType());
            }
            foreach (ModWorld m in Mods.globalModWorlds)
            {
                Defs.FillCallPriorities(m.GetType());
            }
            foreach (ModPlayer m in Mods.globalModPlayers)
            {
                Defs.FillCallPriorities(m.GetType());
            }
            foreach (ModItem m in Mods.globalModItems)
            {
                Defs.FillCallPriorities(m.GetType());
            }
            foreach (ModNPC m in Mods.globalModNPCs)
            {
                Defs.FillCallPriorities(m.GetType());
            }
            foreach (ModProjectile m in Mods.globalModProjectiles)
            {
                Defs.FillCallPriorities(m.GetType());
            }
            foreach (ModInterface m in Mods.globalModInterfaces)
            {
                Defs.FillCallPriorities(m.GetType());
            }
            foreach (ModPrefix m in Mods.globalModPrefixes)
            {
                Defs.FillCallPriorities(m.GetType());
            }
            #endregion

            modBase.OnLoad();

            Inited = true;
        }