public int GetGoldGainsFromKillData(
            MPPerkObject.MPPerkHandler killerPerkHandler,
            MPPerkObject.MPPerkHandler assistingHitterPerkHandler,
            MultiplayerClassDivisions.MPHeroClass victimClass,
            bool isAssist)
        {
            int num1;

            if (isAssist)
            {
                num1 = (killerPerkHandler != null ? killerPerkHandler.GetRewardedGoldOnAssist() : 0) + (assistingHitterPerkHandler != null ? assistingHitterPerkHandler.GetGoldOnAssist() : 0);
            }
            else
            {
                int num2 = this.ControlledAgent != null?MultiplayerClassDivisions.GetMPHeroClassForCharacter(this.ControlledAgent.Character).TroopCost : 0;

                num1 = killerPerkHandler != null?killerPerkHandler.GetGoldOnKill((float)num2, (float)victimClass.TroopCost) : 0;
            }
            if (num1 > 0)
            {
                GameNetwork.BeginModuleEventAsServer(this.Peer);
                GameNetwork.WriteMessage((GameNetworkMessage) new TDMGoldGain(new List <KeyValuePair <ushort, int> >()
                {
                    new KeyValuePair <ushort, int>((ushort)2048, num1)
                }));
                GameNetwork.EndModuleEventAsServer();
            }
            return(num1);
        }
Esempio n. 2
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        //TODO: multilplayer related

        /*
         * public static List<MPPerkObject> GetAllSelectedPerks(MultiplayerClassDivisions.MPHeroClass mpHeroClass,
         *  int[] selectedPerks)
         * {
         *  List<MPPerkObject> selectedPerkList = new List<MPPerkObject>();
         *  for (int i = 0; i < selectedPerks.Length; ++i)
         *  {
         *      var perks = mpHeroClass.GetAllAvailablePerksForListIndex(i);
         *      if (perks.IsEmpty())
         *          continue;
         *      selectedPerkList.Add(perks[selectedPerks[i]]);
         *  }
         *
         *  return selectedPerkList;
         * }
         *
         * public static IEnumerable<PerkEffect> SelectRandomPerkEffectsForPerks(
         *  MultiplayerClassDivisions.MPHeroClass mpHeroClass,
         *  bool isPlayer,
         *  PerkType perkType,
         *  int[] selectedPerks)
         * {
         *  var selectedPerkList = GetAllSelectedPerks(mpHeroClass, selectedPerks);
         *  return MPPerkObject.SelectRandomPerkEffectsForPerks(isPlayer, perkType, selectedPerkList);
         * }
         */

        public static Equipment GetNewEquipmentsForPerks(
            MultiplayerClassDivisions.MPHeroClass heroClass,
            bool isHero,
            int firstPerk,
            int secondPerk,
            bool fixedEquipment, int seed = -1)
        {
            //TODO: multilplayer related
            throw new NotImplementedException();

            /*
             * BasicCharacterObject character = isHero ? heroClass.HeroCharacter : heroClass.TroopCharacter;
             * Equipment equipment = fixedEquipment
             *  ? character.Equipment.Clone()
             *  : Equipment.GetRandomEquipmentElements(character, false, false, seed);
             * foreach (PerkEffect perkEffectsForPerk in SelectRandomPerkEffectsForPerks(heroClass, isHero,
             *  PerkType.PerkAlternativeEquipment, new[]
             *  {
             *      firstPerk, secondPerk
             *  }))
             *  equipment[perkEffectsForPerk.NewItemIndex] = perkEffectsForPerk.NewItem.EquipmentElement;
             * return equipment;
             */
        }
Esempio n. 3
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        public int GetGoldGainsFromKillDataAndUpdateFlags(
            MPPerkObject.MPPerkHandler killerPerkHandler,
            MPPerkObject.MPPerkHandler assistingHitterPerkHandler,
            MultiplayerClassDivisions.MPHeroClass victimClass,
            bool isAssist,
            bool isRanged)
        {
            int num1 = 0;
            List <KeyValuePair <ushort, int> > goldChangeEventList = new List <KeyValuePair <ushort, int> >();

            if (isAssist)
            {
                int num2 = 1;
                int num3 = (killerPerkHandler != null ? killerPerkHandler.GetRewardedGoldOnAssist() : 0) + (assistingHitterPerkHandler != null ? assistingHitterPerkHandler.GetGoldOnAssist() : 0);
                if (num3 > 0)
                {
                    num1 += num3;
                    this._currentGoldGains |= GoldGainFlags.PerkBonus;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)2048, num3));
                }
                switch (this.MissionPeer.AssistCount - this._assistCountOnSpawn)
                {
                case 1:
                    num1 += 10;
                    this._currentGoldGains |= GoldGainFlags.FirstAssist;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)4, 10));
                    break;

                case 2:
                    num1 += 10;
                    this._currentGoldGains |= GoldGainFlags.SecondAssist;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)8, 10));
                    break;

                case 3:
                    num1 += 10;
                    this._currentGoldGains |= GoldGainFlags.ThirdAssist;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)16, 10));
                    break;

                default:
                    num1 += num2;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)256, num2));
                    break;
                }
            }
            else
            {
                int num2 = 0;
                if (this.ControlledAgent != null)
                {
                    num2 = MultiplayerClassDivisions.GetMPHeroClassForCharacter(this.ControlledAgent.Character).TroopCost;
                    int num3 = 2 + Math.Max(0, (victimClass.TroopCost - num2) / 2);
                    num1 += num3;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)128, num3));
                }
                int num4 = killerPerkHandler != null?killerPerkHandler.GetGoldOnKill((float)num2, (float)victimClass.TroopCost) : 0;

                if (num4 > 0)
                {
                    num1 += num4;
                    this._currentGoldGains |= GoldGainFlags.PerkBonus;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)2048, num4));
                }
                switch (this.MissionPeer.KillCount - this._killCountOnSpawn)
                {
                case 5:
                    num1 += 20;
                    this._currentGoldGains |= GoldGainFlags.FifthKill;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)32, 20));
                    break;

                case 10:
                    num1 += 30;
                    this._currentGoldGains |= GoldGainFlags.TenthKill;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)64, 30));
                    break;
                }
                if (isRanged && !this._currentGoldGains.HasAnyFlag <GoldGainFlags>(GoldGainFlags.FirstRangedKill))
                {
                    num1 += 10;
                    this._currentGoldGains |= GoldGainFlags.FirstRangedKill;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)1, 10));
                }
                if (!isRanged && !this._currentGoldGains.HasAnyFlag <GoldGainFlags>(GoldGainFlags.FirstMeleeKill))
                {
                    num1 += 10;
                    this._currentGoldGains |= GoldGainFlags.FirstMeleeKill;
                    goldChangeEventList.Add(new KeyValuePair <ushort, int>((ushort)2, 10));
                }
            }
            int num5 = 0;

            if (this.MissionPeer.Team == Mission.Current.Teams.Attacker)
            {
                num5 = MultiplayerOptions.OptionType.GoldGainChangePercentageTeam1.GetIntValue();
            }
            else if (this.MissionPeer.Team == Mission.Current.Teams.Defender)
            {
                num5 = MultiplayerOptions.OptionType.GoldGainChangePercentageTeam2.GetIntValue();
            }
            if (num5 != 0 && (num1 > 0 || goldChangeEventList.Count > 0))
            {
                num1 = 0;
                float num2 = (float)(1.0 + (double)num5 * 0.00999999977648258);
                for (int index = 0; index < goldChangeEventList.Count; ++index)
                {
                    int num3 = (int)((double)goldChangeEventList[index].Value * (double)num2);
                    goldChangeEventList[index] = new KeyValuePair <ushort, int>(goldChangeEventList[index].Key, num3);
                    num1 += num3;
                }
            }
            if (goldChangeEventList.Count > 0 && !this.Peer.Communicator.IsServerPeer && this.Peer.Communicator.IsConnectionActive)
            {
                GameNetwork.BeginModuleEventAsServer(this.Peer);
                GameNetwork.WriteMessage((GameNetworkMessage) new TDMGoldGain(goldChangeEventList));
                GameNetwork.EndModuleEventAsServer();
            }
            return(num1);
        }
Esempio n. 4
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        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);
                }
            }
        }
Esempio n. 5
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 public MPCharacter(MultiplayerClassDivisions.MPHeroClass heroClass, GroupInfo groupInfo)
 {
     HeroClass = heroClass;
     GroupInfo = groupInfo;
 }