Class PointOfInterest
Points of interest (used in procedural generation)
Inheritance
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 |