Class RandomizedBuildingBase
java.lang.Object
zombie.randomizedWorld.RandomizedWorldBase
zombie.randomizedWorld.randomizedBuilding.RandomizedBuildingBase
- Direct Known Subclasses:
RandomizedDeadSurvivorBase, RBBar, RBBarn, RBBasic, RBBurnt, RBBurntCorpse, RBBurntFireman, RBCafe, RBClinic, RBDorm, RBGunstore, RBGunstoreSiege, RBHairSalon, RBHeatBreakAfternoon, RBJackieJaye, RBJoanHartford, RBJudge, RBKateAndBaldspot, RBLooted, RBMayorWestPoint, RBNolans, RBOffice, RBOther, RBPileOCrepe, RBPizzaWhirled, RBPoliceSiege, RBReverend, RBSafehouse, RBSchool, RBShopLooted, RBSpiffo, RBStripclub, RBSWATStation, RBTableStoryBase, RBTrashed, RBTwiggy, RBWoodcraft
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Nested Class Summary
Nested Classes -
Field Summary
Fields -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoidaddBarricade(IsoGridSquare sq, int numPlanks) static voidaddClip(HandWeapon gun) addRandomRangedWeapon(ItemContainer container, boolean addBulletsInGun, boolean addBoxInContainer, boolean attachPart) addWorldItem(String item, IsoGridSquare sq, float xoffset, float yoffset, float zoffset) addWorldItem(String item, IsoGridSquare sq, float xoffset, float yoffset, float zoffset, boolean randomRotation) addWorldItem(String item, IsoGridSquare sq, float xoffset, float yoffset, float zoffset, int worldZ) addWorldItem(String item, IsoGridSquare sq, IsoObject obj) addWorldItem(String item, IsoGridSquare sq, IsoObject obj, boolean randomRotation) addZombies(BuildingDef def, int totalZombies, String outfit, Integer femaleChance, RoomDef room) If you specify a outfit, make sure it works for both gender! (or force femaleChance to 0 or 1 if it's gender-specific)addZombiesOnSquare(int totalZombies, String outfit, Integer femaleChance, IsoGridSquare square) static voidChunkLoaded(IsoBuilding building) static voiddoAmmoCans(PropertyContainer props, boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> ammoCans) static voiddoBodyArmor(boolean facingE, IsoGridSquare sq, ItemKey vestType, int spawnChance) static voiddoCornerAmmoCans(boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> ammoCases, WeightedList<ItemKey> ammoCans) static voiddoCounterAmmoDisplay(boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> ammoBoxes) static voiddoGunShelfHandguns(boolean facingE, IsoGridSquare sq, WeightedList<ItemKey> pistolTypes, WeightedList<ItemKey> rifleTypes, int spawnChancePistol, int spawnChanceRifle) static voiddoGunShelfRifles(boolean facingE, IsoGridSquare sq, WeightedList<ItemKey> rifleTypes, int spawnChance) static voiddoHandgunCounterDisplay(boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> pistolTypes) static voiddoRifleCounterDisplay(boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> rifleTypes) static ArrayList<IsoGridSquare> intintgetDoor(IsoGridSquare sq) intintstatic ArrayList<IsoGridSquare> getRectSquares(RoomDef.RoomRect rect, RoomDef room) voidinit()static voidbooleanbooleanisTableFor3DItems(IsoObject obj, IsoGridSquare sq) booleanisValid(BuildingDef def, boolean force) Don't do any building change in a player's building Also check if the building have a bathroom, a kitchen and a bedroom This is ignored for the alwaysDo building (so i can do stuff in spiffo, pizzawhirled, etc..)voidvoidsetAlwaysDo(boolean alwaysDo) voidsetChance(int chance) voidsetMinimumDays(int minimumDays) voidsetMinimumRooms(int minimumRooms) static voidsetWorldRotation(InventoryItem item, float xRotation, float yRotation, float zRotation) static voidspawnBodyArmor(InventoryItem vest, IsoGridSquare sq, float xOffset, float yOffset, float zOffset, int spawnChance) voidspawnItemsInContainers(BuildingDef def, String distribName, int chance) static HandWeaponspawnPistol(ItemKey gunType) static HandWeaponspawnRifle(ItemKey gunType) trySpawnStoryItem(String itemType, IsoGridSquare square, IsoObject obj) Methods inherited from class RandomizedWorldBase
addBloodSplat, addBrazier, addCampfire, addCampfireOrPit, addCharcoalBurner, addCookingPit, addItemOnGround, addItemOnGround, addItemOnGround, addItemOnGroundNoLoot, addItemOnGroundNoLoot, addItemOnGroundStatic, addItemOnGroundStatic, addItemToObjectSurface, addMattressNorthSouth, addMattressWestEast, addRandomFirepit, addRandomItemOnGround, addRandomItemsOnGround, addRandomItemsOnGround, addRandomShelterNorthSouth, addRandomShelterWestEast, addRandomTentNorthSouth, addRandomTentWestEast, addShelterNorthSouth, addShelterWestEast, addSimpleCookingPit, addSimpleFire, addSleepingBagNorthSouth, addSleepingBagOrTentNorthSouth, addSleepingBagOrTentWestEast, addSleepingBagWestEast, addTentNorthSouth, addTentNorthSouthNew, addTentWestEast, addTentWestEastNew, addTileObject, addTileObject, addTileObject, addTileObject, addTileObject, addTileObject, addTrailer, addTrailOfBlood, addTraitOfBlood, addVehicle, addVehicle, addVehicle, addVehicle, addVehicle, addVehicle, addVehicle, addVehicle, addVehicleFlipped, addVehicleFlipped, addWeapon, addWorkstationEntity, addWorkstationEntity, addZombiesOnVehicle, alignCorpseToSquare, checkAreaForCarsSpawn, checkRadiusForCarSpawn, cleanSquareAndNeighbors, createBodyFromZombie, createCorpse, createCorpse, createCorpse, createCorpse, createRandomDeadBody, createRandomDeadBody, createRandomDeadBody, createRandomDeadBody, createRandomDeadBody, createRandomDeadBody, createRandomZombie, createRandomZombie, createRandomZombieForCorpse, createSkeletonCorpse, createSkeletonCorpse, dirtBomb, getBarnClutter, getBarnClutterItem, getBathroomSinkClutter, getBathroomSinkClutterItem, getBBQClutter, getBBQClutterItem, getBeachPartyClutter, getBeachPartyClutterItem, getBedClutter, getBedClutterItem, getCafeClutter, getCafeClutterItem, getCarpentryToolClutter, getCarpentryToolClutterItem, getClutterCopy, getClutterCopy, getClutterItem, getDeadEndClutter, getDeadEndClutterItem, getDebugLine, getDormClutter, getDormClutterItem, getFarmStorageClutter, getFarmStorageClutterItem, getFootballNightDrinkItem, getFootballNightDrinks, getFootballNightSnackItem, getFootballNightSnacks, getGarageStorageClutter, getGarageStorageClutterItem, getGigamartClutter, getGigamartClutterItem, getGroceryClutter, getGroceryClutterItem, getHairSalonClutter, getHairSalonClutterItem, getHallClutter, getHallClutterItem, getHenDoDrinkItem, getHenDoDrinks, getHenDoSnackItem, getHenDoSnacks, getHoedownClutter, getHoedownClutterItem, getHousePartyClutter, getHousePartyClutterItem, getJudgeClutter, getJudgeClutterItem, getKidClutter, getKidClutterItem, getKitchenCounterClutter, getKitchenCounterClutterItem, getKitchenSinkClutter, getKitchenSinkClutterItem, getKitchenStoveClutter, getKitchenStoveClutterItem, getLaundryRoomClutter, getLaundryRoomClutterItem, getLivingroomClutter, getLivingroomClutterItem, getLivingRoomOrKitchen, getMaximumDays, getMedicalClutter, getMedicallutterItem, getMurderSceneClutter, getMurderSceneClutterItem, getName, getNastyMattressClutter, getNastyMattressClutterItem, getOfficeCarDealerClutter, getOfficeCarDealerClutterItem, getOfficeOtherClutter, getOfficeOtherClutterItem, getOfficePaperworkClutter, getOfficePaperworkClutterItem, getOfficePenClutter, getOfficePenClutterItem, getOfficeTreatClutter, getOfficeTreatClutterItem, getOldShelterClutter, getOldShelterClutterItem, getOvenFoodClutter, getOvenFoodClutterItem, getPillowClutter, getPillowClutterItem, getPokerNightClutter, getPokerNightClutterItem, getRandomRoom, getRandomRoomNoKids, getRandomSpawnSquare, getRandomSquareForCorpse, getRichJerkClutter, getRichJerkClutterItem, getRoom, getRoomNoKids, getSadCampsiteClutter, getSadCampsiteClutterItem, getSidetableClutter, getSidetableClutterItem, getSq, getSurvivalistCampsiteClutter, getSurvivalistCampsiteClutterItem, getTwiggyClutter, getTwiggyClutterItem, getUtilityToolClutter, getUtilityToolClutterItem, getVanCampClutter, getVanCampClutterItem, getWatchClutter, getWatchClutterItem, getWoodcraftClutter, getWoodcraftClutterItem, graffSquare, graffSquare, is1x1AreaClear, is1x2AreaClear, is2x1AreaClear, is2x1or1x2AreaClear, is2x2AreaClear, isRat, isTimeValid, isUnique, isValidGraffSquare, removeAllVehiclesOnZone, setAttachedItem, setDebugLine, setMaximumDays, setUnique, spawnCarOnNearestNav, spawnCarOnNearestNav, trashSquare, trySpawnStoryItem, trySpawnStoryItem, trySpawnStoryItem, trySpawnStoryItem, trySpawnStoryItem
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Field Details
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maximumRoomCount
public static int maximumRoomCount
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Constructor Details
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RandomizedBuildingBase
public RandomizedBuildingBase()
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Method Details
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randomizeBuilding
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init
public void init() -
initAllRBMapChance
public static void initAllRBMapChance() -
isValid
Don't do any building change in a player's building Also check if the building have a bathroom, a kitchen and a bedroom This is ignored for the alwaysDo building (so i can do stuff in spiffo, pizzawhirled, etc..) -
getMinimumDays
public int getMinimumDays() -
setMinimumDays
public void setMinimumDays(int minimumDays) -
getMinimumRooms
public int getMinimumRooms() -
setMinimumRooms
public void setMinimumRooms(int minimumRooms) -
ChunkLoaded
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getChance
public int getChance() -
getChance
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setChance
public void setChance(int chance) -
isAlwaysDo
public boolean isAlwaysDo() -
setAlwaysDo
public void setAlwaysDo(boolean alwaysDo) -
addZombiesOnSquare
public ArrayList<IsoZombie> addZombiesOnSquare(int totalZombies, String outfit, Integer femaleChance, IsoGridSquare square) - Overrides:
addZombiesOnSquarein classRandomizedWorldBase
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addZombies
public ArrayList<IsoZombie> addZombies(BuildingDef def, int totalZombies, String outfit, Integer femaleChance, RoomDef room) If you specify a outfit, make sure it works for both gender! (or force femaleChance to 0 or 1 if it's gender-specific)- Parameters:
def- buildingDeftotalZombies- zombies to spawn (if 0 we gonna randomize it)outfit- force zombies spanwed in a specific outfit (not mandatory)femaleChance- force female zombies (if not set it'll be 50% chance, you can set it to 0 to exclude female from spawning, or 100 to force only female)room- force spawn zombies inside a certain room (not mandatory)
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addRandomRangedWeapon
public HandWeapon addRandomRangedWeapon(ItemContainer container, boolean addBulletsInGun, boolean addBoxInContainer, boolean attachPart) -
spawnItemsInContainers
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getWindow
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getDoor
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addBarricade
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addWorldItem
public InventoryItem addWorldItem(String item, IsoGridSquare sq, float xoffset, float yoffset, float zoffset) -
addWorldItem
public InventoryItem addWorldItem(String item, IsoGridSquare sq, float xoffset, float yoffset, float zoffset, boolean randomRotation) -
addWorldItem
public InventoryItem addWorldItem(String item, IsoGridSquare sq, float xoffset, float yoffset, float zoffset, int worldZ) -
addWorldItem
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addWorldItem
public InventoryItem addWorldItem(String item, IsoGridSquare sq, IsoObject obj, boolean randomRotation) -
isTableFor3DItems
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trySpawnStoryItem
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getBuildingObjectsSimple
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getBuildingObjects
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getBuildingSquares
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getRectSquares
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setWorldRotation
public static void setWorldRotation(InventoryItem item, float xRotation, float yRotation, float zRotation) -
addClip
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spawnPistol
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spawnRifle
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doGunShelfRifles
public static void doGunShelfRifles(boolean facingE, IsoGridSquare sq, WeightedList<ItemKey> rifleTypes, int spawnChance) -
doGunShelfHandguns
public static void doGunShelfHandguns(boolean facingE, IsoGridSquare sq, WeightedList<ItemKey> pistolTypes, WeightedList<ItemKey> rifleTypes, int spawnChancePistol, int spawnChanceRifle) -
doAmmoCans
public static void doAmmoCans(PropertyContainer props, boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> ammoCans) -
doHandgunCounterDisplay
public static void doHandgunCounterDisplay(boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> pistolTypes) -
doRifleCounterDisplay
public static void doRifleCounterDisplay(boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> rifleTypes) -
doCounterAmmoDisplay
public static void doCounterAmmoDisplay(boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> ammoBoxes) -
doCornerAmmoCans
public static void doCornerAmmoCans(boolean facingE, boolean facingW, boolean facingN, IsoGridSquare sq, WeightedList<ItemKey> ammoCases, WeightedList<ItemKey> ammoCans) -
doBodyArmor
public static void doBodyArmor(boolean facingE, IsoGridSquare sq, ItemKey vestType, int spawnChance) -
spawnBodyArmor
public static void spawnBodyArmor(InventoryItem vest, IsoGridSquare sq, float xOffset, float yOffset, float zOffset, int spawnChance)
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