public MainWindow() { Gnomes = new ObservableCollection <GnomeRow>(); Professions = new List <Profession>(); Enemies = new List <EnemyRow>(); InitializeComponent(); InitializeTabs(); InitializeGnomoria(); ProgressBar.Visibility = Visibility.Hidden; GameLoaded = false; ShowWorld(null, null); ItemList.ItemsSource = ItemRow.GetItems(); MaterialList.ItemsSource = MaterialRow.GetMaterials(); //QualityList.ItemsSource = QualityRow.GetQualities(); ItemList.SelectedIndex = 145; MaterialList.SelectedIndex = 59; //QualityList.SelectedIndex = 5; }
public string CreateItem(ItemRow item, MaterialRow material, int amount, Vector3 position) { string name = ""; for (var i = 0; i < amount; i++) { switch (item.ItemId) { case ItemID.LeatherArmorPanel: case ItemID.LeatherBoot: case ItemID.LeatherBracer: case ItemID.LeatherCuirass: case ItemID.LeatherGlove: case ItemID.LeatherGreave: case ItemID.LeatherHelm: case ItemID.LeatherStrap: case ItemID.BoneShirt: case ItemID.Needle: case ItemID.Statuette: case ItemID.Sausage: case ItemID.SausageOmelette: case ItemID.Sandwich: case ItemID.SkullHelmet: case ItemID.Wine: case ItemID.Barrel: case ItemID.Bed: case ItemID.BedFrame: case ItemID.Bellows: case ItemID.Cabinet: case ItemID.Chair: case ItemID.Crate: case ItemID.CrossbowStock: case ItemID.Dresser: case ItemID.FancyBedFrame: case ItemID.FancyBed: case ItemID.Haft: case ItemID.Hilt: case ItemID.Loom: case ItemID.TrainingDummy: case ItemID.Wheelbarrow: case ItemID.WoodDoor: case ItemID.WoodenShield: case ItemID.Workbench: case ItemID.Block: case ItemID.Chisel: case ItemID.Furnace: case ItemID.Hearth: case ItemID.Knife: case ItemID.Mold: case ItemID.PetRock: case ItemID.Pillar: case ItemID.Sawblade: case ItemID.Statue: case ItemID.Stick: case ItemID.StoneDoor: case ItemID.StoneHammer: case ItemID.StoneHandAxe: case ItemID.StoneKnifeBlade: case ItemID.StoneSword: case ItemID.Table: case ItemID.Torch: case ItemID.Trough: case ItemID.Gem: case ItemID.AmmoPouch: case ItemID.Bag: case ItemID.Bandage: case ItemID.Mattress: case ItemID.Padding: case ItemID.String: case ItemID.Bolt: case ItemID.AlarmBell: case ItemID.Anvil: case ItemID.ArmorPlate: case ItemID.Axle: case ItemID.BallPeenHammer: case ItemID.Bar: case ItemID.BattleAxe: case ItemID.BattleAxeHead: case ItemID.BladeTrap: case ItemID.Blunderbuss: case ItemID.BlunderbussBarrel: case ItemID.Boot: case ItemID.Breastplate: case ItemID.Claymore: case ItemID.ClaymoreBlade: case ItemID.CommemorativeCoin: case ItemID.Crossbow: case ItemID.CrossbowBolt: case ItemID.CrossbowBow: case ItemID.CuttingWheel: case ItemID.Cylinder: case ItemID.File: case ItemID.MechanicalWall: case ItemID.Gauntlet: case ItemID.Gear: case ItemID.Gearbox: case ItemID.GemmedNecklace: case ItemID.GemmedRing: case ItemID.Greave: case ItemID.Hammer: case ItemID.HammerHead: case ItemID.HandAxe: case ItemID.HandAxeHead: case ItemID.Handcrank: case ItemID.Hatch: case ItemID.Helmet: case ItemID.Lever: case ItemID.MechanismBase: case ItemID.MetalSliver: case ItemID.MusketRound: case ItemID.Necklace: case ItemID.Pauldron: case ItemID.Pickaxe: case ItemID.PickaxeHead: case ItemID.Pistol: case ItemID.PistolBarrel: case ItemID.PressurePlate: case ItemID.Ring: case ItemID.Rod: case ItemID.Screw: case ItemID.Shield: case ItemID.ShieldBacking: case ItemID.ShieldBoss: case ItemID.Spike: case ItemID.SpikeTrap: case ItemID.Spring: case ItemID.Sword: case ItemID.SwordBlade: case ItemID.TowerShield: case ItemID.TowerShieldBacking: case ItemID.TrapBase: case ItemID.Warhammer: case ItemID.WarhammerHead: case ItemID.Wrench: case ItemID.Cheese: case ItemID.CheeseOmelette: case ItemID.MushroomOmelette: case ItemID.Bread: case ItemID.Plank: /*var complexItem = CreateComplexItem(item.ItemId, material.Material, position); * name = complexItem.Name(); * break;*/ case ItemID.Bone: case ItemID.Clipping: case ItemID.Egg: case ItemID.Fruit: case ItemID.Meat: case ItemID.Milk: case ItemID.Mushroom: case ItemID.RawCloth: case ItemID.RawCoal: case ItemID.RawGem: case ItemID.RawHide: case ItemID.RawOre: case ItemID.RawSoil: case ItemID.RawStone: case ItemID.RawWood: case ItemID.Seed: case ItemID.Skull: case ItemID.Straw: case ItemID.Wheat: default: var newItem = CreateSimpleItem(item.ItemId, material.Material, position); GnomanEmpire.Instance.Fortress.AddItem(newItem); name = newItem.Name(); break; } } return(name); }
public string CreateItem(ItemRow item, MaterialRow material, int amount, Vector3 position) { string name = ""; for (var i = 0; i < amount; i++) { switch (item.ItemId) { case ItemID.LeatherArmorPanel: case ItemID.LeatherBoot: case ItemID.LeatherBracer: case ItemID.LeatherCuirass: case ItemID.LeatherGlove: case ItemID.LeatherGreave: case ItemID.LeatherHelm: case ItemID.LeatherStrap: case ItemID.BoneShirt: case ItemID.Needle: case ItemID.Statuette: case ItemID.Sausage: case ItemID.SausageOmelette: case ItemID.Sandwich: case ItemID.SkullHelmet: case ItemID.Wine: case ItemID.Barrel: case ItemID.Bed: case ItemID.BedFrame: case ItemID.Bellows: case ItemID.Cabinet: case ItemID.Chair: case ItemID.Crate: case ItemID.CrossbowStock: case ItemID.Dresser: case ItemID.FancyBedFrame: case ItemID.FancyBed: case ItemID.Haft: case ItemID.Hilt: case ItemID.Loom: case ItemID.TrainingDummy: case ItemID.Wheelbarrow: case ItemID.WoodDoor: case ItemID.WoodenShield: case ItemID.Workbench: case ItemID.Block: case ItemID.Chisel: case ItemID.Furnace: case ItemID.Hearth: case ItemID.Knife: case ItemID.Mold: case ItemID.PetRock: case ItemID.Pillar: case ItemID.Sawblade: case ItemID.Statue: case ItemID.Stick: case ItemID.StoneDoor: case ItemID.StoneHammer: case ItemID.StoneHandAxe: case ItemID.StoneKnifeBlade: case ItemID.StoneSword: case ItemID.Table: case ItemID.Torch: case ItemID.Trough: case ItemID.Gem: case ItemID.AmmoPouch: case ItemID.Bag: case ItemID.Bandage: case ItemID.Mattress: case ItemID.Padding: case ItemID.String: case ItemID.Bolt: case ItemID.AlarmBell: case ItemID.Anvil: case ItemID.ArmorPlate: case ItemID.Axle: case ItemID.BallPeenHammer: case ItemID.Bar: case ItemID.BattleAxe: case ItemID.BattleAxeHead: case ItemID.BladeTrap: case ItemID.Blunderbuss: case ItemID.BlunderbussBarrel: case ItemID.Boot: case ItemID.Breastplate: case ItemID.Claymore: case ItemID.ClaymoreBlade: case ItemID.CommemorativeCoin: case ItemID.Crossbow: case ItemID.CrossbowBolt: case ItemID.CrossbowBow: case ItemID.CuttingWheel: case ItemID.Cylinder: case ItemID.File: case ItemID.MechanicalWall: case ItemID.Gauntlet: case ItemID.Gear: case ItemID.Gearbox: case ItemID.GemmedNecklace: case ItemID.GemmedRing: case ItemID.Greave: case ItemID.Hammer: case ItemID.HammerHead: case ItemID.HandAxe: case ItemID.HandAxeHead: case ItemID.Handcrank: case ItemID.Hatch: case ItemID.Helmet: case ItemID.Lever: case ItemID.MechanismBase: case ItemID.MetalSliver: case ItemID.MusketRound: case ItemID.Necklace: case ItemID.Pauldron: case ItemID.Pickaxe: case ItemID.PickaxeHead: case ItemID.Pistol: case ItemID.PistolBarrel: case ItemID.PressurePlate: case ItemID.Ring: case ItemID.Rod: case ItemID.Screw: case ItemID.Shield: case ItemID.ShieldBacking: case ItemID.ShieldBoss: case ItemID.Spike: case ItemID.SpikeTrap: case ItemID.Spring: case ItemID.Sword: case ItemID.SwordBlade: case ItemID.TowerShield: case ItemID.TowerShieldBacking: case ItemID.TrapBase: case ItemID.Warhammer: case ItemID.WarhammerHead: case ItemID.Wrench: case ItemID.Cheese: case ItemID.CheeseOmelette: case ItemID.MushroomOmelette: case ItemID.Bread: case ItemID.Plank: /*var complexItem = CreateComplexItem(item.ItemId, material.Material, position); name = complexItem.Name(); break;*/ case ItemID.Bone: case ItemID.Clipping: case ItemID.Egg: case ItemID.Fruit: case ItemID.Meat: case ItemID.Milk: case ItemID.Mushroom: case ItemID.RawCloth: case ItemID.RawCoal: case ItemID.RawGem: case ItemID.RawHide: case ItemID.RawOre: case ItemID.RawSoil: case ItemID.RawStone: case ItemID.RawWood: case ItemID.Seed: case ItemID.Skull: case ItemID.Straw: case ItemID.Wheat: default: var newItem = CreateSimpleItem(item.ItemId, material.Material, position); GnomanEmpire.Instance.Fortress.AddItem(newItem); name = newItem.Name(); break; } } return name; }