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);
        }
Exemple #3
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        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);
        }