Esempio n. 1
0
        public override string ToString()
        {
            string alwaysDroppedItems = "";

            if (AlwaysDroppedItemIDs != null)
            {
                alwaysDroppedItems = "[" + string.Join(",", AlwaysDroppedItemIDs) + "]";
            }

            string output = "<NpcModel>{" + ", " +
                            "ID: " + ID + ", " +
                            "Name: " + Name + ", " +
                            "NpcRole: " + NpcRole.ToString() + ", " +
                            "NpcRace: " + NpcRace.ToString() + ", " +
                            "NpcSize: " + NpcSize.ToString() + ", " +
                            "RarityType: " + RarityType.ToString() + ", " +
                            "CombatantModel: " + CombatantModel.ToString() + ", " +
                            "AlwaysDroppedItemIDs: " + alwaysDroppedItems +
                            "}";

            return(output);
        }
Esempio n. 2
0
        private ServerNpcModel buildRandomNPC(int npcLevel, int npcTeamID, RarityType minRarityType, RarityType maxRarityType)
        {
            RarityType npcRarity = RarityConstants.GetRandomRarityRange(minRarityType, maxRarityType);
            NpcRole    npcRole   = (NpcRole)RandomGen.GetIntRange(0, NumNpcRoles - 1);
            NpcRace    npcRace   = (NpcRace)RandomGen.GetIntRange(0, NumNpcRaces - 1);
            NpcSize    npcSize   = (NpcSize)RandomGen.GetIntRange(0, NumNpcSizes - 1);

            // TODO: determine better naming scheme. For now just join Size+Race+Role;
            string npcName = npcSize.ToString() + " " + npcRace.ToString() + " " + npcRole.ToString();

            // Build combatant model
            AbilityItemModel[] randomAbilities = getRandomNPCAbilities((int)npcRarity + 1, npcLevel);
            CombatantModel     combatantModel  = BuildCombatantSCMD.Execute(npcLevel, npcTeamID, randomAbilities, npcRarity);

            // TODO: determine behaviour based on role. For now use default
            CombatBehaviourBase combatBehaviour = new AbilityCycleBehaviour();

            ServerNpcModel serverNpcModel = new ServerNpcModel(combatBehaviour, "", npcName, npcRole, npcRace, npcSize, npcRarity, combatantModel);

            DetermineNPCDropTableSCMD.Execute(serverNpcModel);
            return(serverNpcModel);
        }