protected override bool OnDie(Action action) { // drop stuff Race.PlaceDrop(Dungeon, Position); // monsters can die return(true); }
void IFeatureWriter.Populate(Vec pos, int monsterDensity, int itemDensity, int depth) { // test every open tile if (mDungeon.Tiles[pos].IsPassable) { // place a monster if ((mDungeon.Entities.GetAt(pos) == null) && (Rng.Int(1000) < monsterDensity + (depth / 4))) { Monster.AddRandom(mDungeon, depth, pos); } // place an item if (Rng.Int(1000) < itemDensity + (depth / 4)) { Race race = Race.Random(mDungeon, depth, false); race.PlaceDrop(mDungeon, pos); } } }