示例#1
0
 /// <summary>
 /// Default constructor.
 /// </summary>
 public Area()
 {
     ++_count;
     _recall = -1;
     for (int i = 0; i < Limits.NUM_AREA_FLAGS; i++)
     {
         _areaFlags[i] = 0;
     }
     _security               = 1;
     _ageInSeconds           = 0;
     _numPlayers             = 0;
     _version                = 0;
     _height                 = 0;
     _width                  = 0;
     _defenderTemplateNumber = 0;
     _defendersPerSquad      = 0;
     _barracksRoom           = 0;
     _judgeRoom              = 0;
     _jailRoom               = 0;
     _defenderSquads         = 0;
     _defendersDispatched    = 0;
     _justiceType            = 0;
     _minRecommendedLevel    = 1;
     _maxRecommendedLevel    = 40;
     _timesReset             = 0;
     _resetMode              = ResetMode.normal;
     _minutesBetweenResets   = 15;
     _guildId                = 0;
     _name         = "New Area";
     _builders     = "None";
     _author       = "None";
     _resetMessage = "You hear some noises in the distance.";
     _filename     = "area" + _count + ".are.xml";
 }
示例#2
0
        /// <summary>
        /// Returns a string representing the type of justice in an area.
        /// </summary>
        /// <param name="justice"></param>
        /// <returns></returns>
        public static string GetInvaderString(JusticeType justice)
        {
            switch (justice)
            {
            case JusticeType.good:
                return("Evil races prohibited.");

            case JusticeType.evil:
                return("Good races killed on sight.");

            case JusticeType.neutral:
                return("All races welcome.");

            case JusticeType.neutral_only:
                return("Evil and good races prohibited.");

            case JusticeType.chaotic_evil:
                return("Good races killed on sight.");

            case JusticeType.chaotic_good:
                return("Evil races killed on sight.");

            case JusticeType.chaotic_neutral_only:
                return("Evil and good races killed on sight.");

            case JusticeType.good_only:
                return("Evil and neutral races prohibited.");

            case JusticeType.evil_only:
                return("Good and neutral races prohibited.");

            case JusticeType.chaotic_evil_only:
                return("Good and neutral races killed on sight.");

            case JusticeType.chaotic_good_only:
                return("Neutral and evil races killed on sight.");

            case JusticeType.none:
                return("No justice.");
            } //end switch
            return(null);
        }
示例#3
0
 /// <summary>
 /// Returns a string representing the type of justice in an area.
 /// </summary>
 /// <param name="justice"></param>
 /// <returns></returns>
 public static string GetInvaderString( JusticeType justice )
 {
     switch( justice )
     {
         case JusticeType.good:
             return "Evil races prohibited.";
         case JusticeType.evil:
             return "Good races killed on sight.";
         case JusticeType.neutral:
             return "All races welcome.";
         case JusticeType.neutral_only:
             return "Evil and good races prohibited.";
         case JusticeType.chaotic_evil:
             return "Good races killed on sight.";
         case JusticeType.chaotic_good:
             return "Evil races killed on sight.";
         case JusticeType.chaotic_neutral_only:
             return "Evil and good races killed on sight.";
         case JusticeType.good_only:
             return "Evil and neutral races prohibited.";
         case JusticeType.evil_only:
             return "Good and neutral races prohibited.";
         case JusticeType.chaotic_evil_only:
             return "Good and neutral races killed on sight.";
         case JusticeType.chaotic_good_only:
             return "Neutral and evil races killed on sight.";
         case JusticeType.none:
             return "No justice.";
     } //end switch
     return null;
 }
示例#4
0
文件: Area.cs 项目: ramseur/ModernMUD
 /// <summary>
 /// Default constructor.
 /// </summary>
 public Area()
 {
     ++_count;
     _recall = -1;
     for (int i = 0; i < Limits.NUM_AREA_FLAGS; i++)
     {
         _areaFlags[i] = 0;
     }
     _security = 1;
     _ageInSeconds = 0;
     _numPlayers = 0;
     _version = 0;
     _height = 0;
     _width = 0;
     _defenderTemplateNumber = 0;
     _defendersPerSquad = 0;
     _barracksRoom = 0;
     _judgeRoom = 0;
     _jailRoom = 0;
     _defenderSquads = 0;
     _defendersDispatched = 0;
     _justiceType = 0;
     _minRecommendedLevel = 1;
     _maxRecommendedLevel = 40;
     _timesReset = 0;
     _resetMode = ResetMode.normal;
     _minutesBetweenResets = 15;
     _guildId = 0;
     _name = "New Area";
     _builders = "None";
     _author = "None";
     _resetMessage = "You hear some noises in the distance.";
     _filename = "area" + _count + ".are.xml";
 }