示例#1
0
        protected void HandleInheritance(HasStatsBlueprint blueprint)
        {
            if (blueprint.Ref != null)
            {
                var baseBlue = GetBlueprint(blueprint.Ref);

                if (!string.IsNullOrWhiteSpace(baseBlue.Ref))
                {
                    throw new NotSupportedException($"Ref blueprints cannot have their own base blueprint (maximum inheritance depth is 1).  Bad base blueprint was '{baseBlue}'");
                }

                //copy properties from the base blueprint
                foreach (var prop in typeof(T1).GetProperties())
                {
                    var currentVal = prop.GetValue(blueprint);
                    var baseVal    = prop.GetValue(baseBlue);

                    //where the current blueprint doesn't have a value for it yet (is null/empty)
                    if (currentVal == null)
                    {
                        prop.SetValue(blueprint, baseVal);
                    }
                    else
                    if (currentVal is IList l && l.Count == 0 && baseVal != null)
                    {
                        prop.SetValue(blueprint, baseVal);
                    }
                }

                //now clear the Ref so we don't do it again later!
                blueprint.Ref = null;
            }
        }
示例#2
0
        /// <summary>
        /// True if the blueprint should be included in randomization choices
        /// </summary>
        /// <param name="b"></param>
        /// <returns></returns>
        public virtual bool Spawnable(HasStatsBlueprint b)
        {
            //don't return fixed location stuff as a random choice
            if (b is RoomBlueprint r && r.FixedLocation != null)
            {
                return(false);
            }

            if (!b.Unique)
            {
                return(true);
            }

            return(!UniquesSpawned.Contains(b.Identifier ?? Guid.Empty));
        }
示例#3
0
        public void AddAdjectives(IWorld world, IHasStats owner, HasStatsBlueprint ownerBlueprint)
        {
            //Adjectives the user definitely wants included
            if (ownerBlueprint.MandatoryAdjectives.Any())
            {
                foreach (var a in ownerBlueprint.MandatoryAdjectives)
                {
                    Create(world, owner, a);
                }
            }

            //pick 1 random adjective if blueprint lists any to pick from
            if (ownerBlueprint.OptionalAdjectives.Any())
            {
                Create(world, owner, ownerBlueprint.OptionalAdjectives.GetRandom(world.R));
            }
        }