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 |