public override Agent SpawnTroop(BattleSideEnum side, bool hasFormation, bool spawnWithHorse, bool isReinforcement,
                                         bool enforceSpawningOnInitialPoint, int formationTroopCount, int formationTroopIndex, bool isAlarmed,
                                         bool wieldInitialWeapons, bool forceDismounted = false, string specialActionSet = null,
                                         MatrixFrame?initFrame = null)
        {
            BasicCharacterObject troop = Troop;
            var         team           = IsUnderPlayersCommand ? Mission.Current.PlayerTeam : Mission.Current.PlayerEnemyTeam;
            MatrixFrame frame          = initFrame ?? Mission.Current
                                         .GetFormationSpawnFrame(team.Side, FormationClass.NumberOfRegularFormations, false).ToGroundMatrixFrame();

            if (SPCharacter.IsPlayer && !forceDismounted)
            {
                spawnWithHorse = true;
            }
            AgentBuildData agentBuildData = new AgentBuildData(this)
                                            .Team(team).Banner(Banner)
                                            .ClothingColor1(team.Color).ClothingColor2(team.Color2)
                                            .NoHorses(!spawnWithHorse).CivilianEquipment(Mission.Current.DoesMissionRequireCivilianEquipment);

            agentBuildData.IsFemale(SPCharacter.IsFemale);
            if (!SPCharacter.IsPlayer)
            {
                agentBuildData.IsReinforcement(isReinforcement).SpawnOnInitialPoint(enforceSpawningOnInitialPoint);
            }
            if (!hasFormation || SPCharacter.IsPlayer)
            {
                agentBuildData.InitialFrame(frame);
            }
            if (spawnWithHorse)
            {
                agentBuildData.MountKey(MountCreationKey.GetRandomMountKey(
                                            troop.Equipment[EquipmentIndex.ArmorItemEndSlot].Item, troop.GetMountKeySeed()));
            }
            if (hasFormation && !SPCharacter.IsPlayer)
            {
                Formation formation = team.GetFormation(SPCharacter.FormationIndex);
                agentBuildData.Formation(formation);
                agentBuildData.FormationTroopCount(formationTroopCount).FormationTroopIndex(formationTroopIndex);
            }
            if (SPCharacter.IsPlayer)
            {
                agentBuildData.Controller(Agent.ControllerType.Player);
            }
            if (troop.IsHero)
            {
                agentBuildData.Equipment(troop.GetFirstEquipment(agentBuildData.AgentCivilianEquipment).Clone(false));
            }
            else
            {
                var equipmentModifierType = BattleConfig.Instance.BattleTypeConfig.EquipmentModifierType;
                var equipment             = Equipment.GetRandomEquipmentElements(troop, equipmentModifierType == EquipmentModifierType.Random,
                                                                                 agentBuildData.AgentCivilianEquipment,
                                                                                 agentBuildData.AgentEquipmentSeed);
                if (equipmentModifierType == EquipmentModifierType.Average)
                {
                    for (EquipmentIndex index = EquipmentIndex.Weapon0;
                         index < EquipmentIndex.NumEquipmentSetSlots;
                         ++index)
                    {
                        var equipmentElement = equipment.GetEquipmentFromSlot(index);
                        if (equipmentElement.Item != null)
                        {
                            if (equipmentElement.Item.HasArmorComponent)
                            {
                                equipmentElement.SetModifier(
                                    Utility.AverageItemModifier(equipmentElement.Item.ArmorComponent
                                                                .ItemModifierGroup));
                            }
                            else if (equipmentElement.Item.HasHorseComponent)
                            {
                                equipmentElement.SetModifier(
                                    Utility.AverageItemModifier(equipmentElement.Item.HorseComponent
                                                                .ItemModifierGroup));
                            }
                        }
                    }
                }

                agentBuildData.Equipment(equipment);
            }
            Agent agent = Mission.Current.SpawnAgent(agentBuildData, false, formationTroopCount);

            if (agent.IsAIControlled & isAlarmed)
            {
                agent.SetWatchState(AgentAIStateFlagComponent.WatchState.Alarmed);
            }
            if (wieldInitialWeapons)
            {
                agent.WieldInitialWeapons();
            }
            if (!specialActionSet.IsStringNoneOrEmpty())
            {
                AnimationSystemData animationSystemData =
                    agentBuildData.AgentMonster.FillAnimationSystemData(MBGlobals.GetActionSet(specialActionSet),
                                                                        agent.Character.GetStepSize(), false);
                AgentVisualsNativeData agentVisualsNativeData =
                    agentBuildData.AgentMonster.FillAgentVisualsNativeData();
                agentBuildData.AgentMonster.FillAgentVisualsNativeData();
                agent.SetActionSet(ref agentVisualsNativeData, ref animationSystemData);
            }
            return(agent);
        }
Example #2
0
        public override Agent SpawnTroop(BattleSideEnum side, bool hasFormation, bool spawnWithHorse, bool isReinforcement,
                                         bool enforceSpawningOnInitialPoint, int formationTroopCount, int formationTroopIndex, bool isAlarmed,
                                         bool wieldInitialWeapons, bool forceDismounted = false, string specialActionSet = null,
                                         MatrixFrame?initFrame = null)
        {
            BasicCharacterObject troop = Troop;
            var         team           = IsUnderPlayersCommand ? Mission.Current.PlayerTeam : Mission.Current.PlayerEnemyTeam;
            MatrixFrame frame          = initFrame ?? Mission.Current
                                         .GetFormationSpawnFrame(team.Side, FormationClass.NumberOfRegularFormations, false).ToGroundMatrixFrame();

            if (MPCharacter.IsPlayer && !forceDismounted)
            {
                spawnWithHorse = true;
            }
            AgentBuildData agentBuildData = new AgentBuildData(this).Team(team).Banner(Banner)
                                            .ClothingColor1(team.Color).ClothingColor2(team.Color2)
                                            .NoHorses(!spawnWithHorse).CivilianEquipment(Mission.Current.DoesMissionRequireCivilianEquipment);
            var equipment = Utility.GetNewEquipmentsForPerks(MPCharacter.HeroClass,
                                                             MPCharacter.IsHero,
                                                             MPCharacter.SelectedFirstPerk, MPCharacter.SelectedSecondPerk,
                                                             MPCharacter.IsHero, Seed);

            agentBuildData.Equipment(equipment);
            agentBuildData.IsFemale(MPCharacter.IsFemale);
            if (!MPCharacter.IsPlayer)
            {
                agentBuildData.IsReinforcement(isReinforcement).SpawnOnInitialPoint(enforceSpawningOnInitialPoint);
            }
            if (!hasFormation || MPCharacter.IsPlayer)
            {
                agentBuildData.InitialFrame(frame);
            }
            if (spawnWithHorse)
            {
                agentBuildData.MountKey(MountCreationKey.GetRandomMountKey(
                                            troop.Equipment[EquipmentIndex.ArmorItemEndSlot].Item, troop.GetMountKeySeed()));
            }
            if (hasFormation && !MPCharacter.IsPlayer)
            {
                Formation formation = team.GetFormation(MPCharacter.FormationIndex);
                agentBuildData.Formation(formation);
                agentBuildData.FormationTroopCount(formationTroopCount).FormationTroopIndex(formationTroopIndex);
            }
            if (MPCharacter.IsPlayer)
            {
                agentBuildData.Controller(Agent.ControllerType.Player);
            }
            Agent agent = Mission.Current.SpawnAgent(agentBuildData, false, formationTroopCount);

            if (agent.IsAIControlled & isAlarmed)
            {
                agent.SetWatchState(AgentAIStateFlagComponent.WatchState.Alarmed);
            }
            if (wieldInitialWeapons)
            {
                agent.WieldInitialWeapons();
            }
            if (!specialActionSet.IsStringNoneOrEmpty())
            {
                AnimationSystemData animationSystemData =
                    agentBuildData.AgentMonster.FillAnimationSystemData(MBGlobals.GetActionSet(specialActionSet),
                                                                        agent.Character.GetStepSize(), false);
                AgentVisualsNativeData agentVisualsNativeData =
                    agentBuildData.AgentMonster.FillAgentVisualsNativeData();
                agentBuildData.AgentMonster.FillAgentVisualsNativeData();
                agent.SetActionSet(ref agentVisualsNativeData, ref animationSystemData);
            }
            return(agent);
        }