public static EntityReturner CreateGold(int x, int y, int rndNum) { // set bitwise to 0 int checker = 0; List <Components.Component> compList = new List <Components.Component>(); Components.PositionComp positionComp = new Components.PositionComp(x, y); compList.Add(positionComp); checker = checker | (int)Core.ComponentTypes.Position; Components.RenderComp rendComp = new Components.RenderComp('$', RLNET.RLColor.Yellow); compList.Add(rendComp); checker = checker | (int)Core.ComponentTypes.Render; Components.ItemValueComp valComp = new Components.ItemValueComp(RogueSharp.DiceNotation.Dice.Roll("1d6")); compList.Add(valComp); checker = checker | (int)Core.ComponentTypes.ItemValue; Components.CollectableComp collComp = new Components.CollectableComp(1, true, true, Types.ItemTypes.Treasure, true); compList.Add(collComp); checker = checker | (int)Core.ComponentTypes.Collectable; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public static EntityReturner CreateTrollClub() { List <Components.Component> compList = new List <Components.Component>(); // set bitwise to 0 int checker = 0; Components.WeaponComp weapComp = new Components.WeaponComp("2d6", Types.WeaponDmgTypes.Crushing, false, "Club", 12); compList.Add(weapComp); checker = checker | (int)ComponentTypes.Weapon; Components.UseableComp useComp = new Components.UseableComp(); compList.Add(useComp); checker = checker | (int)ComponentTypes.Useable; Components.CollectableComp colComp = new Components.CollectableComp(1, false, false, Types.ItemTypes.Weapon, true); compList.Add(colComp); checker = checker | (int)ComponentTypes.Collectable; Components.ItemValueComp valComp = new Components.ItemValueComp(RogueSharp.DiceNotation.Dice.Roll("1d3")); compList.Add(valComp); checker = checker | (int)ComponentTypes.ItemValue; Components.RenderComp rendComp = new Components.RenderComp('|', Swatch.DbMetal); compList.Add(rendComp); checker = checker | (int)ComponentTypes.Render; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public static EntityReturner CreateHealthPotion() { List <Components.Component> compList = new List <Components.Component>(); // set bitwise to 0 int checker = 0; Components.PotionComp potComp = new Components.PotionComp(Types.PotionTypes.Health); compList.Add(potComp); checker = checker | (int)ComponentTypes.Potion; Components.UseableComp useComp = new Components.UseableComp(); compList.Add(useComp); checker = checker | (int)ComponentTypes.Useable; Components.RenderComp rendComp = new Components.RenderComp('!', RLNET.RLColor.Yellow); compList.Add(rendComp); checker = checker | (int)Core.ComponentTypes.Render; Components.ItemValueComp valComp = new Components.ItemValueComp(RogueSharp.DiceNotation.Dice.Roll("1d6")); compList.Add(valComp); checker = checker | (int)Core.ComponentTypes.ItemValue; Components.CollectableComp collComp = new Components.CollectableComp(1, false, false, Types.ItemTypes.Potion, true); compList.Add(collComp); checker = checker | (int)Core.ComponentTypes.Collectable; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public static EntityReturner CreateStairs(int xp, int yp, bool isUp) { List <Components.Component> compList = new List <Components.Component>(); // set bitwise to 0 int checker = 0; Components.PositionComp positionComp = new Components.PositionComp(xp, yp); compList.Add(positionComp); checker = checker | (int)Core.ComponentTypes.Position; char c = isUp ? '<' : '>'; Components.RenderComp rendComp = new Components.RenderComp(c, RLNET.RLColor.White); compList.Add(rendComp); checker = checker | (int)Core.ComponentTypes.Render; Components.StairComp stairComp = new Components.StairComp(isUp); compList.Add(stairComp); checker = checker | (int)Core.ComponentTypes.Stairs; Components.UseableComp useComp = new Components.UseableComp(); compList.Add(useComp); checker = checker | (int)Core.ComponentTypes.Useable; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public static EntityReturner CreateDoor(int x, int y, bool isOpen) { List <Components.Component> compList = new List <Components.Component>(); // set bitwise to 0 int checker = 0; Components.PositionComp positionComp = new Components.PositionComp(x, y); compList.Add(positionComp); checker = checker | (int)Core.ComponentTypes.Position; char c = isOpen ? '-' : '+'; Components.RenderComp rendComp = new Components.RenderComp(c, Colours.Door); compList.Add(rendComp); checker = checker | (int)Core.ComponentTypes.Render; Components.DoorComp doorComp = new Components.DoorComp(isOpen, false); compList.Add(doorComp); checker = checker | (int)Core.ComponentTypes.Door; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public static EntityReturner CreateKobold(int xPos, int yPos, string name, DungeonMap m) { List <Components.Component> compList = new List <Components.Component>(); //stats int lev = 1; int size = 4; int intBase = 1; // set bitwise to 0 int checker = 0; Components.PositionComp positionComp = new Components.PositionComp(xPos, yPos); compList.Add(positionComp); checker = checker | (int)Core.ComponentTypes.Position; Components.RenderComp rendComp = new Components.RenderComp('k', RLNET.RLColor.Green); compList.Add(rendComp); checker = checker | (int)Core.ComponentTypes.Render; Components.AttributesComp attComp = new Components.AttributesComp(15, size, lev, intBase); compList.Add(attComp); checker = checker | (int)Core.ComponentTypes.Attributes; //get base factor for health int hp = (int)(size + attComp.Hardiness) / 2; Components.HealthComp healthComp = new Components.HealthComp(hp); compList.Add(healthComp); checker = checker | (int)Core.ComponentTypes.Health; Components.ActorComp actComp = new Components.ActorComp(); compList.Add(actComp); checker = checker | (int)Core.ComponentTypes.Actor; Components.AIComp aiComp = new Components.AIComp(m, Types.AITypes.Creature, new RogueSharp.Point(xPos, yPos)); compList.Add(aiComp); checker = checker | (int)Core.ComponentTypes.AI; int speed = Game.Random.Next(2) + 1; Components.SchedulableComp shedComp = new Components.SchedulableComp(speed); compList.Add(shedComp); checker = checker | (int)Core.ComponentTypes.Schedulable; Components.InventoryComp invComp = new Components.InventoryComp(); compList.Add(invComp); checker = checker | (int)Core.ComponentTypes.Inventory; Components.CreatureDetailsComp detailsComp = new Components.CreatureDetailsComp("Koblod", name, Types.CreatureTypes.Kobold); compList.Add(detailsComp); checker = checker | (int)ComponentTypes.CreatureDetails; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public static EntityReturner CreateTroll(int xPos, int yPos, string name, DungeonMap m) { List <Components.Component> compList = new List <Components.Component>(); //stats int lev = 2; int size = 8 + RogueSharp.DiceNotation.Dice.Roll("1d3"); int intBase = 1; // set bitwise to 0 int checker = 0; Components.PositionComp positionComp = new Components.PositionComp(xPos, yPos); compList.Add(positionComp); checker = checker | (int)ComponentTypes.Position; Components.RenderComp rendComp = new Components.RenderComp('T', Core.Colours.OrcColour); compList.Add(rendComp); checker = checker | (int)ComponentTypes.Render; Components.AttributesComp attComp = new Components.AttributesComp(10, size, lev, intBase); compList.Add(attComp); checker = checker | (int)ComponentTypes.Attributes; //get base factor for health int hp = ((int)(size + attComp.Hardiness) / 2) * lev; Components.HealthComp healthComp = new Components.HealthComp(hp); compList.Add(healthComp); checker = checker | (int)ComponentTypes.Health; Components.ActorComp actComp = new Components.ActorComp(); compList.Add(actComp); checker = checker | (int)ComponentTypes.Actor; Components.AIComp aiComp = new Components.AIComp(m, Types.AITypes.Creature, new RogueSharp.Point(xPos, yPos)); compList.Add(aiComp); checker = checker | (int)ComponentTypes.AI; int speed = Game.Random.Next(3) + 6; Components.SchedulableComp shedComp = new Components.SchedulableComp(speed); compList.Add(shedComp); checker = checker | (int)ComponentTypes.Schedulable; Components.InventoryComp invComp = new Components.InventoryComp(); compList.Add(invComp); checker = checker | (int)ComponentTypes.Inventory; Components.CreatureDetailsComp detailsComp = new Components.CreatureDetailsComp("Troll", name, Types.CreatureTypes.Troll); compList.Add(detailsComp); checker = checker | (int)ComponentTypes.CreatureDetails; EntityReturner er = new EntityReturner(checker, compList); return(er); }
public static EntityReturner CreateZombie(int xPos, int yPos, string name, DungeonMap m) { List <Components.Component> compList = new List <Components.Component>(); //stats int lev = 2; int size = 4 + RogueSharp.DiceNotation.Dice.Roll("1d3"); int intBase = 1; // set bitwise to 0 int checker = 0; Components.PositionComp positionComp = new Components.PositionComp(xPos, yPos); compList.Add(positionComp); checker = checker | (int)ComponentTypes.Position; Components.RenderComp rendComp = new Components.RenderComp('z', RLNET.RLColor.Cyan); compList.Add(rendComp); checker = checker | (int)ComponentTypes.Render; Components.AttributesComp attComp = new Components.AttributesComp(12, size, lev, intBase); compList.Add(attComp); checker = checker | (int)ComponentTypes.Attributes; //get base factor for health int hp = ((int)(size + attComp.Hardiness) / 2) * lev; Components.HealthComp healthComp = new Components.HealthComp(hp); compList.Add(healthComp); checker = checker | (int)ComponentTypes.Health; Components.ActorComp actComp = new Components.ActorComp(); compList.Add(actComp); checker = checker | (int)ComponentTypes.Actor; Components.AIComp aiComp = new Components.AIComp(m, Types.AITypes.Undead, new RogueSharp.Point(xPos, yPos)); compList.Add(aiComp); checker = checker | (int)ComponentTypes.AI; int speed = RogueSharp.DiceNotation.Dice.Roll("1d6") + 4; Components.SchedulableComp shedComp = new Components.SchedulableComp(speed); compList.Add(shedComp); checker = checker | (int)ComponentTypes.Schedulable; Components.CreatureDetailsComp detailsComp = new Components.CreatureDetailsComp("Zombie", name, Types.CreatureTypes.Zombie); compList.Add(detailsComp); checker = checker | (int)ComponentTypes.CreatureDetails; EntityReturner er = new EntityReturner(checker, compList); return(er); }