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

public class RandomizedBuildingBase extends RandomizedWorldBase
  • Field Details

    • maximumRoomCount

      public static int maximumRoomCount
  • Constructor Details

    • RandomizedBuildingBase

      public RandomizedBuildingBase()
  • Method Details

    • randomizeBuilding

      public void randomizeBuilding(BuildingDef def)
    • init

      public void init()
    • initAllRBMapChance

      public static void initAllRBMapChance()
    • isValid

      public boolean isValid(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..)
    • getMinimumDays

      public int getMinimumDays()
    • setMinimumDays

      public void setMinimumDays(int minimumDays)
    • getMinimumRooms

      public int getMinimumRooms()
    • setMinimumRooms

      public void setMinimumRooms(int minimumRooms)
    • ChunkLoaded

      public static void ChunkLoaded(IsoBuilding building)
    • getChance

      public int getChance()
    • getChance

      public int getChance(IsoGridSquare sq)
    • 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:
      addZombiesOnSquare in class RandomizedWorldBase
    • 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 - buildingDef
      totalZombies - 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)
    • addRandomRangedWeapon

      public HandWeapon addRandomRangedWeapon(ItemContainer container, boolean addBulletsInGun, boolean addBoxInContainer, boolean attachPart)
    • spawnItemsInContainers

      public void spawnItemsInContainers(BuildingDef def, String distribName, int chance)
    • getWindow

      public IsoWindow getWindow(IsoGridSquare sq)
    • getDoor

      public IsoDoor getDoor(IsoGridSquare sq)
    • addBarricade

      public void addBarricade(IsoGridSquare sq, int numPlanks)
    • 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

      public InventoryItem addWorldItem(String item, IsoGridSquare sq, IsoObject obj)
    • addWorldItem

      public InventoryItem addWorldItem(String item, IsoGridSquare sq, IsoObject obj, boolean randomRotation)
    • isTableFor3DItems

      public boolean isTableFor3DItems(IsoObject obj, IsoGridSquare sq)
    • trySpawnStoryItem

      public InventoryItem trySpawnStoryItem(String itemType, IsoGridSquare square, IsoObject obj)
    • getBuildingObjectsSimple

      public static ArrayList<IsoObject> getBuildingObjectsSimple(BuildingDef def)
    • getBuildingObjects

      public static ArrayList<IsoObject> getBuildingObjects(BuildingDef def)
    • getBuildingSquares

      public static ArrayList<IsoGridSquare> getBuildingSquares(BuildingDef def)
    • getRectSquares

      public static ArrayList<IsoGridSquare> getRectSquares(RoomDef.RoomRect rect, RoomDef room)
    • setWorldRotation

      public static void setWorldRotation(InventoryItem item, float xRotation, float yRotation, float zRotation)
    • addClip

      public static void addClip(HandWeapon gun)
    • spawnPistol

      public static HandWeapon spawnPistol(ItemKey gunType)
    • spawnRifle

      public static HandWeapon spawnRifle(ItemKey gunType)
    • 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)