Exemple #1
0
        public Character()
        {
            _class     = CharacterEnums.CharacterClass.Explorer;
            _race      = CharacterEnums.CharacterRace.Human;
            _gender    = CharacterEnums.Genders.Female;
            _skinColor = CharacterEnums.SkinColors.Fair;
            _skinType  = CharacterEnums.SkinType.Flesh;
            _hairColor = CharacterEnums.HairColors.Black;
            _eyeColor  = CharacterEnums.EyeColors.Brown;
            _build     = CharacterEnums.BodyBuild.Medium;

            _koCount     = new Tuple <int, DateTime>(0, DateTime.Now);
            _actionState = CharacterActionState.None;
            _stanceState = CharacterStanceState.Standing;

            _primaryLanguage = CharacterEnums.Languages.Common;
            KnownLanguages   = new HashSet <Languages>();
            KnownLanguages.Add(_primaryLanguage);

            FirstName           = "";
            LastName            = "";
            Description         = "";
            Age                 = 17;  //Do we want an age? And are we going to advance it every in game year?  We'll need a birthdate for this.
            Weight              = 180; //pounds or kilos?
            Height              = 70;  //inches or centimeters?
            Location            = "A1";
            InCombat            = false;
            LastCombatTime      = DateTime.MinValue.ToUniversalTime();
            IsNPC               = false;
            Leveled             = false;
            MainHand            = "WIELD_RIGHT";
            NextLevelExperience = 300;
            Level               = 1;
            Experience          = 0;
            PointsToSpend       = 0;

            Inventory = new Inventory();
            Equipment = new Equipment();
            Bonuses   = new StatBonuses();

            Inventory.playerID = this.ID;
            Equipment.playerID = this.ID;

            Attributes = new Dictionary <string, Attribute>();

            Attributes.Add("Hitpoints", new Attribute(150, "Hitpoints", 150, 0.1, 1));
            Attributes.Add("Dexterity", new Attribute(10, "Dexterity", 5, 0, 1));
            Attributes.Add("Strength", new Attribute(10, "Strength", 5, 0, 1));
            Attributes.Add("Intelligence", new Attribute(10, "Intelligence", 5, 0, 1));
            Attributes.Add("Endurance", new Attribute(10, "Endurance", 5, 0, 1));
            Attributes.Add("Charisma", new Attribute(10, "Charisma", 5, 0, 1));

            SubAttributes = new Dictionary <string, double>();

            SubAttributes.Add("Agility", 1);
            SubAttributes.Add("Toughness", 1);
            SubAttributes.Add("Cunning", 1);
            SubAttributes.Add("Wisdom", 1);
            SubAttributes.Add("Leadership", 1);
        }
Exemple #2
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        public Character(CharacterRace race, CharacterClass characterClass, Genders gender, Languages language, SkinColors skinColor, SkinType skinType, HairColors hairColor, EyeColors eyeColor, BodyBuild build)
        {
            _class     = characterClass;
            _race      = race;
            _gender    = gender;
            _skinColor = skinColor;
            _skinType  = skinType;
            _hairColor = hairColor;
            _eyeColor  = eyeColor;
            _build     = build;

            _koCount     = new Tuple <int, DateTime>(0, DateTime.Now);
            _actionState = CharacterActionState.None;
            _stanceState = CharacterStanceState.Standing;

            _primaryLanguage = language;
            KnownLanguages   = new HashSet <Languages>();
            KnownLanguages.Add(_primaryLanguage);

            FirstName           = "";
            LastName            = "";
            Description         = "";
            Age                 = 17;     //Do we want an age? And are we going to advance it every in game year?
            Weight              = 180.0d; //pounds or kilos?
            Height              = 70.0d;  //inches or centimeters?
            Location            = "A1";
            InCombat            = false;
            LastCombatTime      = DateTime.MinValue.ToUniversalTime();
            IsNPC               = false;
            Leveled             = false;
            MainHand            = "WIELD_RIGHT";
            NextLevelExperience = 300;
            Level               = 1;
            Experience          = 0;
            PointsToSpend       = 0;

            Inventory = new Inventory();
            Bonuses   = new StatBonuses();

            Attributes = new Dictionary <string, Attribute>();

            Attributes.Add("Hitpoints", new Attribute(150, "Hitpoints", 150, 0.1, 1));
            Attributes.Add("Dexterity", new Attribute(10, "Dexterity", 5, 0, 1));
            Attributes.Add("Strength", new Attribute(10, "Strength", 5, 0, 1));
            Attributes.Add("Intelligence", new Attribute(10, "Intelligence", 5, 0, 1));
            Attributes.Add("Endurance", new Attribute(10, "Endurance", 5, 0, 1));
            Attributes.Add("Charisma", new Attribute(10, "Charisma", 5, 0, 1));

            SubAttributes = new Dictionary <string, double>();

            SubAttributes.Add("Agility", 1);
            SubAttributes.Add("Toughness", 1);
            SubAttributes.Add("Cunning", 1);
            SubAttributes.Add("Wisdom", 1);
            SubAttributes.Add("Leadership", 1);
        }
Exemple #3
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		public Character(CharacterRace race, CharacterClass characterClass, Genders gender, Languages language, SkinColors skinColor, SkinType skinType, HairColors hairColor, EyeColors eyeColor, BodyBuild build) {
			Class = characterClass;
			Race = race;
			Gender = gender;
            SkinColor = skinColor;
            SkinType = skinType;
            HairColor = hairColor;
            EyeColor = eyeColor;
            Build = build;

			_koCount = new Tuple<int, DateTime>(0, DateTime.Now);
			_actionState = CharacterActionState.None;
			_stanceState = CharacterStanceState.Standing;
            
            _primaryLanguage = language;
            KnownLanguages = new HashSet<Languages>();
            KnownLanguages.Add(_primaryLanguage);

			FirstName = "";
			LastName = "";
			Description = "";
			Age = 17;   //Do we want an age? And are we going to advance it every in game year?
			Weight = 180.0d; //pounds or kilos?
			Height = 70.0d;  //inches or centimeters?
			Location = "A1000";
			InCombat = false;
			LastCombatTime = DateTime.MinValue.ToUniversalTime();
            IsNPC = false;
            Leveled = false;
            MainHand = "WIELD_RIGHT";
            NextLevelExperience = 300;
            Level = 1;
            Experience = 0;
            PointsToSpend = 0;

            Inventory = new Inventory();
			Equipment = new Equipment();
			Bonuses = new Dictionary<BonusTypes, Bonus>();
            StatBonus = new StatBonuses();
			StatBonus.Bonuses = Bonuses;

			Inventory.playerID = Id;
			Equipment.playerID = Id;

			Attributes = new List<Attribute>();

			Attributes.Add(new Attribute(150, "Hitpoints", 150, 0.1, 1));
			Attributes.Add(new Attribute(10, "Dexterity", 5, 0, 1));
			Attributes.Add(new Attribute(10, "Strength", 5, 0, 1));
			Attributes.Add(new Attribute(10, "Intelligence", 5, 0, 1));
			Attributes.Add( new Attribute(10, "Endurance", 5, 0, 1));
			Attributes.Add(new Attribute(10, "Charisma", 5, 0, 1));

			SubAttributes = new Dictionary<string, double>();

			SubAttributes.Add("Agility", 1);
			SubAttributes.Add("Toughness", 1);
			SubAttributes.Add("Cunning", 1);
			SubAttributes.Add("Wisdom", 1);
			SubAttributes.Add("Leadership", 1);
		}
Exemple #4
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        public Character() {
            Class = CharacterClass.Explorer;
            Race = CharacterRace.Human;
            Gender = Genders.Female;
            SkinColor = SkinColors.Fair;
            SkinType = Interfaces.SkinType.Flesh;
            HairColor = HairColors.Black;
            EyeColor = EyeColors.Brown;
            Build = BodyBuild.Medium;

            _koCount = new Tuple<int, DateTime>(0, DateTime.Now);
            _actionState = CharacterActionState.None;
            _stanceState = CharacterStanceState.Standing;

            _primaryLanguage = Languages.Common;
            KnownLanguages = new HashSet<Languages>();
            KnownLanguages.Add(_primaryLanguage);

            FirstName = "";
            LastName = "";
            Description = "";
            Age = 17;   //Do we want an age? And are we going to advance it every in game year?  We'll need a birthdate for this.
            Weight = 180; //pounds or kilos?
            Height = 70;  //inches or centimeters?
            Location = "A1000";
            InCombat = false;
            LastCombatTime = DateTime.MinValue.ToUniversalTime();
            IsNPC = false;
            Leveled = false;
            MainHand = "WIELD_RIGHT";
            NextLevelExperience = 300;
            Level = 1;
            Experience = 0;
            PointsToSpend = 0;

            Inventory = new Inventory();
            Equipment = new Equipment();
			Bonuses = new Dictionary<BonusTypes, Bonus>();
			StatBonus = new StatBonuses();
			StatBonus.Bonuses = Bonuses;
			
            Attributes = new List<Attribute>();

            Attributes.Add(new Attribute(150, "Hitpoints", 150, 0.1, 1));
            Attributes.Add(new Attribute(10, "Dexterity", 5, 0, 1));
            Attributes.Add(new Attribute(10, "Strength", 5, 0, 1));
            Attributes.Add(new Attribute(10, "Intelligence", 5, 0, 1));
            Attributes.Add(new Attribute(10, "Endurance", 5, 0, 1));
            Attributes.Add(new Attribute(10, "Charisma", 5, 0, 1));

            SubAttributes = new Dictionary<string, double>();

            SubAttributes.Add("Agility", 1);
            SubAttributes.Add("Toughness", 1);
            SubAttributes.Add("Cunning", 1);
            SubAttributes.Add("Wisdom", 1);
            SubAttributes.Add("Leadership", 1);
        } 
Exemple #5
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        public NPC(CharacterRace race, CharacterClass characterClass, Genders gender, Languages language, SkinColors skinColor, SkinType skinType, HairColors hairColor, EyeColors eyeColor, BodyBuild build)
        {
            Messages = new Queue <string>();

            Fsm       = AI.FSM.GetInstance();
            Fsm.state = Fsm.GetStateFromName("Wander");

            _class     = characterClass;
            _race      = race;
            _gender    = gender;
            _skinColor = skinColor;
            _skinType  = skinType;
            _hairColor = hairColor;
            _eyeColor  = eyeColor;
            _build     = build;

            _koCount     = new Tuple <int, DateTime>(0, DateTime.Now);
            _actionState = CharacterActionState.None;
            _stanceState = CharacterStanceState.Standing;

            _primaryLanguage = language;
            KnownLanguages   = new HashSet <Languages>();
            KnownLanguages.Add(_primaryLanguage);

            Inventory     = new Inventory();
            damageTracker = new Dictionary <string, double>();
            Triggers      = new List <ITrigger>();
            Bonuses       = new StatBonuses();

            FirstName           = "";
            LastName            = "";
            Description         = "";
            Age                 = 17;     //Do we want an age? And are we going to advance it every in game year?  Players could be 400+ years old rather quick.
            Weight              = 180.0d; //pounds or kilos?
            Height              = 70.0d;  //inches or centimeters?
            Location            = "A0";
            InCombat            = false;
            LastCombatTime      = DateTime.MinValue.ToUniversalTime();
            IsNPC               = true;
            Leveled             = false;
            MainHand            = "WIELD_RIGHT";
            NextLevelExperience = 300;
            Level               = 1;
            Experience          = 0;
            PointsToSpend       = 0;
            IsMob               = false;

            Inventory = new Inventory();
            Equipment = new Equipment();

            Inventory.playerID = this.ID;
            Equipment.playerID = this.ID;

            Attributes = new Dictionary <string, Attribute>();

            Attributes.Add("Hitpoints", new Attribute(200.0d, "Hitpoints", 200.0d, 0.2d, 1));
            Attributes.Add("Dexterity", new Attribute(10.0d, "Dexterity", 10.0d, 0.0d, 1));
            Attributes.Add("Strength", new Attribute(10.0d, "Strength", 10.0d, 0.0d, 1));
            Attributes.Add("Intelligence", new Attribute(10.0d, "Intelligence", 10.0d, 0.0d, 1));
            Attributes.Add("Endurance", new Attribute(10.0d, "Endurance", 10.0d, 0.0d, 1));
            Attributes.Add("Charisma", new Attribute(10.0d, "Charisma", 10.0d, 0.0d, 1));

            SubAttributes = new Dictionary <string, double>();

            SubAttributes.Add("Agility", 10.0d);
            SubAttributes.Add("Toughness", 10.0d);
            SubAttributes.Add("Cunning", 10.0d);
            SubAttributes.Add("Wisdom", 10.0d);
            SubAttributes.Add("Leadership", 10.0d);
        }
Exemple #6
0
        public NPC(CharacterRace race, CharacterClass characterClass, Genders gender, Languages language, SkinColors skinColor, SkinType skinType, HairColors hairColor, EyeColors eyeColor, BodyBuild build)
        {
            Messages = new Queue<string>();

            Fsm = AI.FSM.GetInstance();
            Fsm.state = Fsm.GetStateFromName("Wander");

            _class = characterClass;
            _race = race;
            _gender = gender;
            _skinColor = skinColor;
            _skinType = skinType;
            _hairColor = hairColor;
            _eyeColor = eyeColor;
            _build = build;

            _koCount = new Tuple<int, DateTime>(0, DateTime.Now);
            _actionState = CharacterActionState.None;
            _stanceState = CharacterStanceState.Standing;

            _primaryLanguage = language;
            KnownLanguages = new HashSet<Languages>();
            KnownLanguages.Add(_primaryLanguage);

            Inventory = new Inventory();
            damageTracker = new Dictionary<string, double>();
            Triggers = new List<ITrigger>();
            Bonuses = new StatBonuses();

            FirstName = "";
            LastName = "";
            Description = "";
            Age = 17;   //Do we want an age? And are we going to advance it every in game year?  Players could be 400+ years old rather quick.
            Weight = 180.0d; //pounds or kilos?
            Height = 70.0d;  //inches or centimeters?
            Location = "A0";
            InCombat = false;
            LastCombatTime = DateTime.MinValue.ToUniversalTime();
            IsNPC = true;
            Leveled = false;
            MainHand = "WIELD_RIGHT";
            NextLevelExperience = 300;
            Level = 1;
            Experience = 0;
            PointsToSpend = 0;
            IsMob = false;

            Inventory = new Inventory();
            Equipment = new Equipment();

            Inventory.playerID = this.ID;
            Equipment.playerID = this.ID;

            Attributes = new Dictionary<string, Attribute>();

            Attributes.Add("Hitpoints", new Attribute(200.0d, "Hitpoints", 200.0d, 0.2d, 1));
            Attributes.Add("Dexterity", new Attribute(10.0d, "Dexterity", 10.0d, 0.0d, 1));
            Attributes.Add("Strength", new Attribute(10.0d, "Strength", 10.0d, 0.0d, 1));
            Attributes.Add("Intelligence", new Attribute(10.0d, "Intelligence", 10.0d, 0.0d, 1));
            Attributes.Add("Endurance", new Attribute(10.0d, "Endurance", 10.0d, 0.0d, 1));
            Attributes.Add("Charisma", new Attribute(10.0d, "Charisma", 10.0d, 0.0d, 1));

            SubAttributes = new Dictionary<string, double>();

            SubAttributes.Add("Agility", 10.0d);
            SubAttributes.Add("Toughness", 10.0d);
            SubAttributes.Add("Cunning", 10.0d);
            SubAttributes.Add("Wisdom", 10.0d);
            SubAttributes.Add("Leadership", 10.0d);
        }