/// <summary> /// Constructs a BattleEntityModel based on the monster input /// </summary> /// <param name="data"></param> public BattleEntityModel(MonsterModel data) { EntityType = EntityTypeEnum.Monster; Id = data.Id; Alive = data.Alive; ExperiencePoints = data.ExperienceGiven; Level = data.Level; Name = data.Name; Description = data.Description; Speed = data.Speed; ImageURI = data.ImageURI; CurrentHealth = data.CurrentHealth; MaxHealth = data.MaxHealth; Attack = data.Attack; Defense = data.Defense; Range = data.Range; }
/// <summary> /// Constructor based on MonsterModel /// </summary> /// <param name="character"></param> public DungeonFighterModel(MonsterModel monster) { ImageURI = monster.ImageURI; Id = monster.Id; Name = monster.Name; Description = monster.Description; Level = monster.Level; MaxHealth = monster.MaxHealth; SpeedAttribute = monster.SpeedAttribute; OffenseAttribute = monster.OffenseAttribute; DefenseAttribute = monster.DefenseAttribute; Skill = monster.Skill; ExperienceTotal = monster.ExperienceTotal; ExperienceRemaining = monster.ExperienceRemaining; DropItems = monster.DropItems; CurrentHealth = MaxHealth; PlayerType = CreatureEnum.Monster; }
/// <summary> /// Crate PlayerInfoModel from Monster /// </summary> /// <param name="data"></param> public PlayerInfoModel(MonsterModel data) { PersonType = data.PersonType; Alive = data.Alive; ExperiencePoints = data.ExperiencePoints; Level = data.Level; Name = data.Name; Description = data.Description; BaseSpeed = data.CurrentSpeed; ImageURI = data.ImageURI; BaseHitPoints = data.CurrentHitPoints; // Set the strings for the items Head = data.Head; Necklass = data.Necklass; PrimaryHand = data.PrimaryHand; OffHand = data.OffHand; Finger = data.Finger; Feet = data.Feet; }
/// <summary> /// Crate PlayerInfoModel from Monster /// </summary> /// <param name="data"></param> public PlayerInfoModel(MonsterModel data) { PlayerType = data.PlayerType; Guid = data.Guid; Alive = data.Alive; ExperiencePoints = data.ExperienceTotal; ExperienceRemaining = data.ExperienceRemaining; Level = data.Level; Name = data.Name; Description = data.Description; Speed = data.GetSpeed(); ImageURI = data.ImageURI; CurrentHealth = data.GetCurrentHealthTotal; MaxHealth = data.GetMaxHealthTotal; Attack = data.GetAttack(); Defense = data.GetDefense(); CurrentHealth = data.GetCurrentHealthTotal; Speed = data.Speed; Defense = data.Defense; Attack = data.Attack; MaxHealth = data.MaxHealth; CurrentHealth = data.CurrentHealth; // Set the strings for the items Head = data.Head; Feet = data.Feet; Necklass = data.Necklass; RightFinger = data.RightFinger; LeftFinger = data.LeftFinger; Feet = data.Feet; // Give the copy a differet quid, so it can be used in the battles as a copy Guid = System.Guid.NewGuid().ToString(); // Set amount to give to be 1 below max for that level. ExperienceRemaining = LevelTableHelper.Instance.LevelDetailsList[Level + 1].Experience - 1; }