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Class PointOfInterest

Points of interest (used in procedural generation)

Inheritance
System.Object
PointOfInterest
Namespace: Mannequin.Bindings
Assembly: Collapse.dll
Syntax
public class PointOfInterest : object

Constructors

PointOfInterest(String)

Fetch a Point of Interest by ID.

Declaration
public PointOfInterest(string id)
Parameters
Type Name Description
System.String id

The ID of the Point of Interest

Properties

AveragePerMap

The average number of this Point of Interest per map

Declaration
public int AveragePerMap { get; set; }
Property Value
Type Description
System.Int32

CanExplore

Whether this Point of Interest can be explored

Declaration
public bool CanExplore { get; set; }
Property Value
Type Description
System.Boolean

Difficulty

The difficulty of this Point of Interest

Declaration
public float Difficulty { get; set; }
Property Value
Type Description
System.Single

Generator

The archetype (generator) of this map.

Declaration
public EMapArchetype Generator { get; set; }
Property Value
Type Description
EMapArchetype

ID

Declaration
public string ID { get; }
Property Value
Type Description
System.String

LootFilters

Determines what types of loot survivors will obtain by exploring here

caution

This field represents a JSON property. In your Lua scripts, GetLootFilters() and SetLootFilters() instead.

Declaration
public List<ItemFilter> LootFilters { get; }
Property Value
Type Description
List<ItemFilter>

LootTable

Link to the data/equiplist, a loot table for the room. If present, the proc gen will try to find containers in the room and put whichever is in this loot table inside.

Declaration
public string LootTable { get; set; }
Property Value
Type Description
System.String

MinProductionTeamNeeded

Set the minimum team needed to produce the Production

Declaration
public int MinProductionTeamNeeded { get; set; }
Property Value
Type Description
System.Int32

Mobs

The Mobs defined for this Point of Interest.

caution

This field represents a JSON property. In your Lua scripts, use GetMobs() and SetMobs() instead.

Declaration
public List<Mob> Mobs { get; }
Property Value
Type Description
List<Mob>

Production

The Production defined for this Point of Interest.

caution

This field represents a JSON property. In your Lua scripts, use GetProduction() and SetProduction() instead.

Declaration
public List<InventoryItem> Production { get; }
Property Value
Type Description
List<InventoryItem>

SpawnLocation

Where this point of interest can spawn

Declaration
public ESpawnAllowed SpawnLocation { get; set; }
Property Value
Type Description
ESpawnAllowed

SpawnRoadRequired

Whether spawning a Road here is required

Declaration
public bool SpawnRoadRequired { get; set; }
Property Value
Type Description
System.Boolean

SpecialDestroyIfConquered

Destroy this point of interest if it is conquered.

Declaration
public bool SpecialDestroyIfConquered { get; set; }
Property Value
Type Description
System.Boolean

SpecialNoSpawn

Don't spawn this with the map generator (i.e. for faction bases, etc)

Declaration
public bool SpecialNoSpawn { get; set; }
Property Value
Type Description
System.Boolean

TexturePath

The Texture this point of interest shows up as on the map

Declaration
public Texture TexturePath { get; set; }
Property Value
Type Description
Texture

Methods

GetLootFilters()

Gets the item filters that determine what types of loot survivors will obtain by exploring here

Declaration
public List<ItemFilter> GetLootFilters()
Returns
Type Description
List<ItemFilter>

GetMobs()

Get the Mobs defined for this Point of Interest

Declaration
public List<Mob> GetMobs()
Returns
Type Description
List<Mob>

GetPossibleLoot()

Get the possible loot that can spawn from this Point of Interest

Declaration
public List<InventoryItem> GetPossibleLoot()
Returns
Type Description
List<InventoryItem>

The possible loot that can spawn from this Point of Interest

GetProduction()

Get the Production defined for this Point of Interest.

Declaration
public List<InventoryItem> GetProduction()
Returns
Type Description
List<InventoryItem>

The Production defined for this Point of Interest.

SetLootFilters(List<ItemFilter>)

Sets the item filters that determine what types of loot survivors will obtain by exploring here

Declaration
public void SetLootFilters(List<ItemFilter> filters)
Parameters
Type Name Description
List<ItemFilter> filters

SetMobs(List<Mob>)

Set the Mobs defined for this Point of Interest

Declaration
public void SetMobs(List<Mob> value)
Parameters
Type Name Description
List<Mob> value

SetProduction(List<InventoryItem>)

Set the Production defined for this Point of Interest.

Declaration
public void SetProduction(List<InventoryItem> value)
Parameters
Type Name Description
List<InventoryItem> value

The value of the JSON property

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