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EmptyMapScript.cs
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using System.Collections.Generic;
using System.Numerics;
using GameServerCore.Domain;
using GameServerCore.Enums;
using LeagueSandbox.GameServer.Content;
using LeagueSandbox.GameServer.Scripting.CSharp;
using static LeagueSandbox.GameServer.API.ApiMapFunctionManager;
namespace MapScripts
{
public class EmptyMapScript : IMapScript
{
public MapScriptMetadata MapScriptMetadata { get; set; } = new MapScriptMetadata();
public bool HasFirstBloodHappened { get; set; } = false;
public string LaneMinionAI { get; set; } = "LaneMinionAI";
public Dictionary<TeamId, Dictionary<int, Dictionary<int, Vector2>>> PlayerSpawnPoints { get; }
//List of every wave type
public Dictionary<string, List<MinionSpawnType>> MinionWaveTypes = new Dictionary<string, List<MinionSpawnType>>
{ {"RegularMinionWave", new List<MinionSpawnType>
{
MinionSpawnType.MINION_TYPE_MELEE,
MinionSpawnType.MINION_TYPE_MELEE,
MinionSpawnType.MINION_TYPE_MELEE,
MinionSpawnType.MINION_TYPE_CASTER,
MinionSpawnType.MINION_TYPE_CASTER,
MinionSpawnType.MINION_TYPE_CASTER
}}};
//Minion models for this map
public Dictionary<TeamId, Dictionary<MinionSpawnType, string>> MinionModels { get; set; } = new Dictionary<TeamId, Dictionary<MinionSpawnType, string>>
{
{TeamId.TEAM_BLUE, new Dictionary<MinionSpawnType, string>{
{MinionSpawnType.MINION_TYPE_MELEE, "Blue_Minion_Basic"},
{MinionSpawnType.MINION_TYPE_CASTER, "Blue_Minion_Wizard"},
}},
{TeamId.TEAM_PURPLE, new Dictionary<MinionSpawnType, string>{
{MinionSpawnType.MINION_TYPE_MELEE, "Red_Minion_Basic"},
{MinionSpawnType.MINION_TYPE_CASTER, "Red_Minion_Wizard"},
}}
};
//This function is executed in-between Loading the map structures and applying the structure protections. Is the first thing on this script to be executed
public void Init(Dictionary<GameObjectTypes, List<MapObject>> mapObjects)
{
MapScriptMetadata.MinionSpawnEnabled = IsMinionSpawnEnabled();
AddSurrender(1200000.0f, 300000.0f, 30.0f);
}
}
}