protected new Agent SpawnBot(Team agentTeam, BasicCultureObject cultureLimit) { BasicCharacterObject troopCharacter = MultiplayerClassDivisions.GetMPHeroClasses(cultureLimit).ToList <MultiplayerClassDivisions.MPHeroClass>().GetRandomElement <MultiplayerClassDivisions.MPHeroClass>().TroopCharacter; MatrixFrame spawnFrame = this.SpawnComponent.GetSpawnFrame(agentTeam, troopCharacter.HasMount(), true); AgentBuildData agentBuildData = new AgentBuildData(troopCharacter); agentBuildData.Team(agentTeam); agentBuildData.InitialFrame(spawnFrame); agentBuildData.TroopOrigin((IAgentOriginBase) new BasicBattleAgentOrigin(troopCharacter)); agentBuildData.EquipmentSeed(this.MissionLobbyComponent.GetRandomFaceSeedForCharacter(troopCharacter, 0)); agentBuildData.ClothingColor1(agentTeam.Side == BattleSideEnum.Attacker ? cultureLimit.Color : cultureLimit.ClothAlternativeColor); agentBuildData.ClothingColor2(agentTeam.Side == BattleSideEnum.Attacker ? cultureLimit.Color2 : cultureLimit.ClothAlternativeColor2); agentBuildData.IsFemale(troopCharacter.IsFemale); var randomEquipmentElements = Equipment.GetRandomEquipmentElements(troopCharacter, !(Game.Current.GameType is MultiplayerGame), false, agentBuildData.AgentEquipmentSeed); var items = new Dictionary <ItemObject.ItemTypeEnum, ItemObject>(); foreach (ItemObject.ItemTypeEnum itemtype in ((ItemObject.ItemTypeEnum[])Enum.GetValues( typeof(ItemObject.ItemTypeEnum))).Skip(1)) { switch (itemtype) { case ItemObject.ItemTypeEnum.Goods: case ItemObject.ItemTypeEnum.Pistol: case ItemObject.ItemTypeEnum.Bullets: case ItemObject.ItemTypeEnum.Musket: case ItemObject.ItemTypeEnum.Animal: case ItemObject.ItemTypeEnum.Banner: case ItemObject.ItemTypeEnum.Book: case ItemObject.ItemTypeEnum.ChestArmor: case ItemObject.ItemTypeEnum.Invalid: continue; } items[itemtype] = ItemObject.All .Where(x => x.ItemType == itemtype).GetRandomElement(); } randomEquipmentElements[EquipmentIndex.Weapon0] = new EquipmentElement(items[ItemObject.ItemTypeEnum.OneHandedWeapon], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Weapon1] = new EquipmentElement(items[ItemObject.ItemTypeEnum.Shield], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Weapon2] = new EquipmentElement(items[ItemObject.ItemTypeEnum.Bow], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Weapon3] = new EquipmentElement(items[ItemObject.ItemTypeEnum.Arrows], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Weapon4] = new EquipmentElement(items[ItemObject.ItemTypeEnum.TwoHandedWeapon], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Body] = new EquipmentElement(items[ItemObject.ItemTypeEnum.BodyArmor], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Cape] = new EquipmentElement(items[ItemObject.ItemTypeEnum.Cape], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Gloves] = new EquipmentElement(items[ItemObject.ItemTypeEnum.HandArmor], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Head] = new EquipmentElement(items[ItemObject.ItemTypeEnum.HeadArmor], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Leg] = new EquipmentElement(items[ItemObject.ItemTypeEnum.LegArmor], new ItemModifier()); randomEquipmentElements[EquipmentIndex.Horse] = new EquipmentElement(items[ItemObject.ItemTypeEnum.Horse], new ItemModifier()); agentBuildData.Equipment(randomEquipmentElements); agentBuildData.BodyProperties(BodyProperties.GetRandomBodyProperties(agentBuildData.AgentIsFemale, troopCharacter.GetBodyPropertiesMin(false), troopCharacter.GetBodyPropertiesMax(), (int)agentBuildData.AgentOverridenSpawnEquipment.HairCoverType, agentBuildData.AgentEquipmentSeed, troopCharacter.HairTags, troopCharacter.BeardTags, troopCharacter.TattooTags)); Agent agent = this.Mission.SpawnAgent(agentBuildData, false, 0); agent.AddComponent((AgentComponent) new AgentAIStateFlagComponent(agent)); agent.SetWatchState(AgentAIStateFlagComponent.WatchState.Alarmed); return(agent); }
private void DismemberHead(Agent agent) { bool flag = agent.IsActive(); if (flag) { this.KillAgent(agent); } _ignoreAgents.Add(agent); agent.AgentVisuals.SetVoiceDefinitionIndex(-1, 0f); AgentBuildData agentBuildData = new AgentBuildData(agent.Character); agentBuildData.NoHorses(true); agentBuildData.NoWeapons(true); agentBuildData.NoArmor(false); agentBuildData.Team(Mission.Current.PlayerEnemyTeam); agentBuildData.TroopOrigin(agent.Origin); agentBuildData.InitialFrame(new MatrixFrame { origin = agent.Position + agent.LookDirection * -0.75f, rotation = agent.Frame.rotation }); Agent agent2 = Mission.Current.SpawnAgent(agentBuildData, false, 0); _ignoreAgents.Add(agent2); IEnumerable <object> meshes = agent2.AgentVisuals.GetSkeleton().GetAllMeshes(); foreach (Mesh current in meshes) { bool flag2 = !current.Name.ToLower().Contains("head") && !current.Name.ToLower().Contains("hair") && !current.Name.ToLower().Contains("beard") && !current.Name.ToLower().Contains("eyebrow") && !current.Name.ToLower().Contains("helmet") && !current.Name.ToLower().Contains("_cap_"); if (flag2) { current.SetVisibilityMask(VisibilityMaskFlags.EditModeAny); //current.ClearMesh(); } } agent2.AgentVisuals.GetEntity().ActivateRagdoll(); agent2.AgentVisuals.SetVoiceDefinitionIndex(-1, 0f); this.KillAgent(agent2); foreach (Mesh current2 in agent.AgentVisuals.GetSkeleton().GetAllMeshes()) { bool flag3 = current2.Name.ToLower().Contains("head") || current2.Name.ToLower().Contains("hair") || current2.Name.ToLower().Contains("beard") || current2.Name.ToLower().Contains("eyebrow") || current2.Name.ToLower().Contains("helmet") || current2.Name.ToLower().Contains("_cap_"); if (flag3) { current2.SetVisibilityMask(VisibilityMaskFlags.EditModeAny); //current2.ClearMesh(); } } MatrixFrame boneEntitialFrameWithIndex = agent.AgentVisuals.GetSkeleton().GetBoneEntitialFrameWithIndex((byte)agent.BoneMappingArray[HumanBone.Head]); Vec3 vec = agent.AgentVisuals.GetGlobalFrame().TransformToParent(boneEntitialFrameWithIndex.origin); agent.CreateBloodBurstAtLimb(13, ref vec, 0.5f + MBRandom.RandomFloat * 0.5f); boneEntitialFrameWithIndex = agent2.AgentVisuals.GetSkeleton().GetBoneEntitialFrameWithIndex((byte)agent2.BoneMappingArray[HumanBone.Head]); vec = agent2.AgentVisuals.GetGlobalFrame().TransformToParent(boneEntitialFrameWithIndex.origin); agent2.CreateBloodBurstAtLimb(13, ref vec, 0.5f + MBRandom.RandomFloat * 0.5f); }
private void DismemberAgent(Agent victim, Agent attacker, BodyPart bodyPart, bool isPlayerAttacker) { AgentBuildData bodyPartData = new AgentBuildData(victim.Character); bodyPartData.NoWeapons(true); bodyPartData.NoHorses(true); bodyPartData.Team(victim.Team); bodyPartData.TroopOrigin(victim.Origin); bodyPartData.InitialFrame(new MatrixFrame(victim.Frame.rotation, victim.Frame.origin)); Agent bodyPartAgent = Mission.SpawnAgent(bodyPartData); SetSkeletonParts(bodyPartAgent.AgentVisuals.GetSkeleton(), true); SetSkeletonParts(victim.AgentVisuals.GetSkeleton(), false); MakeDead(bodyPartAgent, attacker); bodyPartAgent.AgentVisuals.GetEntity().ActivateRagdoll(); //TODO:: Add blood spurt //if (isPlayerAttacker && Settings.Instance.ReportPlayerDecapitatedSomeoneEnabled) // ReportDismemberment(victim, bodyPart); }
protected override void SpawnAgents() { BasicCultureObject cultureTeam = MBMultiplayerOptionsAccessor.GetCultureTeam1(MBMultiplayerOptionsAccessor.MultiplayerOptionsAccessMode.CurrentMapOptions); BasicCultureObject cultureTeam2 = MBMultiplayerOptionsAccessor.GetCultureTeam2(MBMultiplayerOptionsAccessor.MultiplayerOptionsAccessMode.CurrentMapOptions); var availableCultures = MBObjectManager.Instance.GetObjectTypeList <BasicCultureObject>() .Where(x => x.IsMainCulture).ToList(); foreach (MissionPeer missionPeer in VirtualPlayer.Peers <MissionPeer>()) { NetworkCommunicator networkPeer = missionPeer.GetNetworkPeer(); if (networkPeer.IsSynchronized && missionPeer.ControlledAgent == null && !missionPeer.HasSpawnedAgentVisuals && missionPeer.Team != null && missionPeer.Team != base.Mission.SpectatorTeam && missionPeer.SpawnTimer.Check(MBCommon.GetTime(MBCommon.TimeType.Mission))) { BasicCultureObject basicCultureObject = (missionPeer.Team.Side == BattleSideEnum.Attacker) ? cultureTeam : cultureTeam2; MultiplayerClassDivisions.MPHeroClass mpheroClassForPeer = MultiplayerClassDivisions.GetMPHeroClasses().GetRandomElement(); // MultiplayerClassDivisions.GetMPHeroClassForPeer(missionPeer); BasicCharacterObject heroCharacter = mpheroClassForPeer.HeroCharacter; AgentBuildData agentBuildData = new AgentBuildData(heroCharacter); agentBuildData.MissionPeer(missionPeer); agentBuildData.EquipmentSeed( this.MissionLobbyComponent.GetRandomFaceSeedForCharacter(heroCharacter, 0)); agentBuildData.Equipment(Equipment.GetRandomEquipmentElements(heroCharacter, true, false, agentBuildData.AgentEquipmentSeed)); agentBuildData.Team(missionPeer.Team); agentBuildData.IsFemale(missionPeer.Peer.IsFemale); agentBuildData.BodyProperties(base.GetBodyProperties(missionPeer, (missionPeer.Team == base.Mission.AttackerTeam) ? cultureTeam : cultureTeam2)); agentBuildData.VisualsIndex(0); agentBuildData.ClothingColor1(availableCultures.GetRandomElement().Color); agentBuildData.ClothingColor2(availableCultures.GetRandomElement().Color2); agentBuildData.TroopOrigin(new BasicBattleAgentOrigin(heroCharacter)); if (this.GameMode.ShouldSpawnVisualsForServer(networkPeer)) { base.AgentVisualSpawnComponent.SpawnAgentVisualsForPeer(missionPeer, agentBuildData, missionPeer.SelectedTroopIndex, false, 0); } this.GameMode.HandleAgentVisualSpawning(networkPeer, agentBuildData, 0); } } if (base.Mission.AttackerTeam != null) { int num = 0; foreach (Agent agent in base.Mission.AttackerTeam.ActiveAgents) { if (agent.Character != null && agent.MissionPeer == null) { num++; } } if (num < MBMultiplayerOptionsAccessor.GetNumberOfBotsTeam1(MBMultiplayerOptionsAccessor.MultiplayerOptionsAccessMode.CurrentMapOptions)) { base.SpawnBot(base.Mission.AttackerTeam, cultureTeam); } } if (base.Mission.DefenderTeam != null) { int num2 = 0; foreach (Agent agent2 in base.Mission.DefenderTeam.ActiveAgents) { if (agent2.Character != null && agent2.MissionPeer == null) { num2++; } } if (num2 < MBMultiplayerOptionsAccessor.GetNumberOfBotsTeam2(MBMultiplayerOptionsAccessor.MultiplayerOptionsAccessMode.CurrentMapOptions)) { var agent = SpawnBot(base.Mission.DefenderTeam, cultureTeam2); } } }