Esempio n. 1
0
        private void CreatePvPQueue()
        {
            LobbyGameConfig gameConfig = new LobbyGameConfig()
            {
                GameType            = GameType.PvP,
                IsActive            = true,
                GameOptionFlags     = GameOptionFlag.EnableTeamAIOutput | GameOptionFlag.ReplaceHumansWithBots,
                Spectators          = 0,
                TeamAPlayers        = 1,
                TeamABots           = 0,
                TeamBPlayers        = 1,
                TeamBBots           = 0,
                ResolveTimeoutLimit = 160,
                RoomName            = "default",
                Map      = String.Empty,
                SubTypes = new List <GameSubType>
                {
                    new GameSubType
                    {
                        DuplicationRule       = FreelancerDuplicationRuleTypes.noneInTeam,
                        GameMapConfigs        = GameMapConfig.GetDeatmatchMaps(),
                        InstructionsToDisplay = GameSubType.GameLoadScreenInstructions.Default,
                        LocalizedName         = "GenericPvP@SubTypes",
                        PersistedStatBucket   = PersistedStatBucket.Deathmatch_Unranked,
                        RewardBucket          = GameBalanceVars.GameRewardBucketType.HumanVsBotsRewards,
                        RoleBalancingRule     = FreelancerRoleBalancingRuleTypes.balanceBothTeams,
                        TeamAPlayers          = 1,
                        TeamABots             = 0,
                        TeamBPlayers          = 1,
                        TeamBBots             = 0,
                        Mods = new List <GameSubType.SubTypeMods>
                        {
                            GameSubType.SubTypeMods.HumansHaveFirstSlots,
                            //GameSubType.SubTypeMods.ShowWithAITeammates
                        },
                        TeamComposition = new TeamCompositionRules
                        {
                            Rules = new Dictionary <TeamCompositionRules.SlotTypes, FreelancerSet>
                            {
                                {
                                    TeamCompositionRules.SlotTypes.TeamA,
                                    new FreelancerSet
                                    {
                                        Roles = new List <CharacterRole> {
                                            CharacterRole.Assassin, CharacterRole.Tank, CharacterRole.Support
                                        },
                                    }
                                },
                                {
                                    TeamCompositionRules.SlotTypes.TeamB,
                                    new FreelancerSet
                                    {
                                        Roles = new List <CharacterRole> {
                                            CharacterRole.Assassin, CharacterRole.Tank, CharacterRole.Support
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            };

            LobbyQueue.LobbyQueue queue = new LobbyQueue.LobbyQueue(GameType.PvP, gameConfig);
            Queues.Add(GameType.PvP, queue);
        }
Esempio n. 2
0
        private void CreatePracticeQueue()
        {
            LobbyGameConfig gameConfig = new LobbyGameConfig()
            {
                GameType            = GameType.Practice,
                IsActive            = false,
                GameOptionFlags     = GameOptionFlag.EnableTeamAIOutput | GameOptionFlag.NoInputIdleDisconnect,
                Spectators          = 0,
                TeamAPlayers        = 1,
                TeamABots           = 0,
                TeamBPlayers        = 0,
                TeamBBots           = 2,
                ResolveTimeoutLimit = 160,
                RoomName            = "default",
                Map      = Maps.Skyway_Deathmatch,
                SubTypes = new List <GameSubType>
                {
                    new GameSubType
                    {
                        DuplicationRule = FreelancerDuplicationRuleTypes.noneInTeam,
                        GameMapConfigs  = new List <GameMapConfig> {
                            new GameMapConfig(Maps.Skyway_Deathmatch)
                        },
                        InstructionsToDisplay = GameSubType.GameLoadScreenInstructions.Default,
                        LocalizedName         = "GenericPractice@SubTypes",
                        PersistedStatBucket   = PersistedStatBucket.Deathmatch_Unranked,
                        RewardBucket          = GameBalanceVars.GameRewardBucketType.NoRewards,
                        RoleBalancingRule     = FreelancerRoleBalancingRuleTypes.none,
                        TeamAPlayers          = 1,
                        TeamABots             = 0,
                        TeamBPlayers          = 0,
                        TeamBBots             = 2,
                        Mods = new List <GameSubType.SubTypeMods>
                        {
                            GameSubType.SubTypeMods.AllowPlayingLockedCharacters,
                            GameSubType.SubTypeMods.HumansHaveFirstSlots,
                            GameSubType.SubTypeMods.NotAllowedForGroups
                        },
                        TeamComposition = new TeamCompositionRules
                        {
                            Rules = new Dictionary <TeamCompositionRules.SlotTypes, FreelancerSet>
                            {
                                {
                                    TeamCompositionRules.SlotTypes.A1,
                                    FreelancerSet.AllRoles
                                },
                                {
                                    TeamCompositionRules.SlotTypes.B1,
                                    new FreelancerSet {
                                        Types = new List <CharacterType> {
                                            CharacterType.PunchingDummy
                                        }
                                    }
                                },
                                {
                                    TeamCompositionRules.SlotTypes.B2,
                                    new FreelancerSet {
                                        Types = new List <CharacterType> {
                                            CharacterType.PunchingDummy
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            };

            LobbyQueue.LobbyQueue queue = new LobbyQueue.LobbyQueue(GameType.Practice, gameConfig);
            Queues.Add(GameType.Practice, queue);
        }