public BaseBasicCharacterObject(BasicCharacterObject character) { if (character == null) { return; } Age = character.Age; Culture = new BaseBasicCultureObject(character.Culture); HasMount = character.HasMount(); HitPoints = character.HitPoints; IsFemale = character.IsFemale; IsHero = character.IsHero; IsPlayerCharacter = character.IsPlayerCharacter; IsSoldier = character.IsSoldier; Level = character.Level; Name = character.Name.ToString(); var h = Hero.FindFirst(n => n.Name == character.Name && n.Culture == character.Culture && n.IsHumanPlayerCharacter == character.IsPlayerCharacter); Vigor = h.GetAttributeValue(CharacterAttributesEnum.Vigor); Control = h.GetAttributeValue(CharacterAttributesEnum.Control); Endurance = h.GetAttributeValue(CharacterAttributesEnum.Endurance); Cunning = h.GetAttributeValue(CharacterAttributesEnum.Cunning); Social = h.GetAttributeValue(CharacterAttributesEnum.Social); Intelligence = h.GetAttributeValue(CharacterAttributesEnum.Intelligence); }
protected void 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)); agentBuildData.ClothingColor1(agentTeam.Side == BattleSideEnum.Attacker ? cultureLimit.Color : cultureLimit.ClothAlternativeColor); agentBuildData.ClothingColor2(agentTeam.Side == BattleSideEnum.Attacker ? cultureLimit.Color2 : cultureLimit.ClothAlternativeColor2); agentBuildData.IsFemale(troopCharacter.IsFemale); agentBuildData.Equipment(Equipment.GetRandomEquipmentElements(troopCharacter, !(Game.Current.GameType is MultiplayerGame), seed: agentBuildData.AgentEquipmentSeed)); agentBuildData.BodyProperties(BodyProperties.GetRandomBodyProperties(agentBuildData.AgentIsFemale, troopCharacter.GetBodyPropertiesMin(), troopCharacter.GetBodyPropertiesMax(), (int)agentBuildData.AgentOverridenSpawnEquipment.HairCoverType, agentBuildData.AgentEquipmentSeed, troopCharacter.HairTags, troopCharacter.BeardTags, troopCharacter.TattooTags)); Agent agent = this.Mission.SpawnAgent(agentBuildData); agent.AddComponent((AgentComponent) new AgentAIStateFlagComponent(agent)); agent.SetWatchState(AgentAIStateFlagComponent.WatchState.Alarmed); }
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); }
protected BodyProperties GetBodyProperties( MissionPeer missionPeer, BasicCultureObject cultureLimit) { NetworkCommunicator networkPeer = missionPeer.GetNetworkPeer(); if (networkPeer != null) { return(networkPeer.PlayerConnectionInfo.GetParameter <PlayerData>("PlayerData").BodyProperties); } Team team = missionPeer.Team; BasicCharacterObject troopCharacter = MultiplayerClassDivisions.GetMPHeroClasses(cultureLimit).ToList <MultiplayerClassDivisions.MPHeroClass>().GetRandomElement <MultiplayerClassDivisions.MPHeroClass>().TroopCharacter; MatrixFrame spawnFrame = this.SpawnComponent.GetSpawnFrame(team, troopCharacter.HasMount(), true); AgentBuildData agentBuildData = new AgentBuildData(troopCharacter); agentBuildData.Team(team); agentBuildData.InitialFrame(spawnFrame); agentBuildData.TroopOrigin((IAgentOriginBase) new BasicBattleAgentOrigin(troopCharacter)); agentBuildData.EquipmentSeed(this.MissionLobbyComponent.GetRandomFaceSeedForCharacter(troopCharacter)); agentBuildData.ClothingColor1(team.Side == BattleSideEnum.Attacker ? cultureLimit.Color : cultureLimit.ClothAlternativeColor); agentBuildData.ClothingColor2(team.Side == BattleSideEnum.Attacker ? cultureLimit.Color2 : cultureLimit.ClothAlternativeColor2); agentBuildData.IsFemale(troopCharacter.IsFemale); agentBuildData.Equipment(Equipment.GetRandomEquipmentElements(troopCharacter, !(Game.Current.GameType is MultiplayerGame), seed: agentBuildData.AgentEquipmentSeed)); agentBuildData.BodyProperties(BodyProperties.GetRandomBodyProperties(agentBuildData.AgentIsFemale, troopCharacter.GetBodyPropertiesMin(), troopCharacter.GetBodyPropertiesMax(), (int)agentBuildData.AgentOverridenSpawnEquipment.HairCoverType, agentBuildData.AgentEquipmentSeed, troopCharacter.HairTags, troopCharacter.BeardTags, troopCharacter.TattooTags)); return(agentBuildData.AgentBodyProperties); }