public static void CacheRaces()
        {
            Console.WriteLine("Caching Races..");

            hotEntities he = new hotEntities();

            foreach (race r in he.races)
            {
                CachedRace cr = new CachedRace();

                cr.Accuracy = r.Accuracy;
                cr.Attack   = r.Attack;
                cr.BludgeoningResistance = r.BludgeoningResistance;
                cr.Dodge              = r.Dodge;
                cr.FireResistance     = r.FireResistance;
                cr.HitPoints          = r.HitPoints;
                cr.Magic              = r.Magic;
                cr.MagicResistance    = r.MagicResistance;
                cr.MovementSpeed      = r.MovementSpeed;
                cr.PiercingResistance = r.PiercingResistance;
                cr.SlashResistance    = r.SlashResistance;
                cr.Description        = r.Description;
                cr.Name = r.Name;

                CachedRaces.Add(cr);
            }

            Console.WriteLine("Races Cached: " + CachedRaces.Count.ToString());
        }
Esempio n. 2
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        public static Agent CreateAgentFromVaultUnit(int id)
        {
            Agent agent = new Agent();

            hotEntities he = new hotEntities();


            unitvault uv = he.unitvaults.First(a => a.ID == id);

            CachedCatalogueUnit cachedUnit = CachedObjectContainer.GetCachedCatUnitByID(int.Parse(uv.CatalogueID));

            CachedRace cachedRace = CachedObjectContainer.GetCachedRaceByName(cachedUnit.Race);


            agent.ID                        = uv.ID;
            agent.CATID                     = cachedUnit.CatalogueID;
            agent.Name                      = cachedUnit.Name;
            agent.UnitType                  = cachedUnit.UnitType;
            agent.Faction                   = cachedUnit.Faction;
            agent.Rarity                    = cachedUnit.Rarity;
            agent.Collection                = cachedUnit.Collection;
            agent.Race                      = cachedUnit.Race;
            agent.DamageType                = cachedUnit.DamageType;
            agent.BaseAttack                = cachedUnit.Attack + int.Parse(uv.Attack) + cachedRace.Attack;
            agent.BaseAccuracy              = cachedUnit.Accuracy + int.Parse(uv.Accuracy) + cachedRace.Accuracy;
            agent.BaseDodge                 = cachedUnit.Dodge + int.Parse(uv.Dodge) + cachedRace.Dodge;
            agent.BaseHitPoints             = cachedUnit.HitPoints + int.Parse(uv.HitPoints) + cachedRace.HitPoints;
            agent.BaseMagic                 = cachedUnit.Magic + int.Parse(uv.Magic) + cachedRace.Magic;
            agent.BaseMagicResistance       = cachedUnit.MagicResistance + int.Parse(uv.MagicResistance) + cachedRace.MagicResistance;
            agent.BaseFireResistance        = cachedUnit.FireResistance + int.Parse(uv.FireResistance) + cachedRace.FireResistance;
            agent.BaseSlashResistance       = cachedUnit.SlashResistance + int.Parse(uv.SlashResistance) + cachedRace.SlashResistance;
            agent.BasePiercingResistance    = cachedUnit.PiercingResistance + int.Parse(uv.PiercingResistance) + cachedRace.PiercingResistance;
            agent.BaseBludgeoningResistance = cachedUnit.BludgeoningResistance + int.Parse(uv.BludgeoningResistance) + cachedRace.BludgeoningResistance;
            agent.BaseMovementSpeed         = cachedUnit.MovementSpeed + int.Parse(uv.MovementSpeed) + cachedRace.MovementSpeed;
            agent.BaseMinAttackRange        = cachedUnit.MinAttackRange + int.Parse(uv.MinAttRange);
            agent.BaseMaxAttackRange        = cachedUnit.MaxAttackRange + int.Parse(uv.MaxAttRange);
            agent.BaseMinAttackRange        = cachedUnit.MinAttackRange + int.Parse(uv.MinAttRange);
            agent.BaseMinAttackRange        = cachedUnit.MinAttackRange + int.Parse(uv.MinAttRange);
            agent.Level                     = uv.Level;
            agent.Owner                     = uv.Owner;
            //players team id
            //hex to spawn on
            // agent.Abilities = uv.Abilities;
            string returnString = "";


            //               unit.iLevel.ToString().ToString() + ">" +
            //               NetworkManager.Instance.cPlayer.sName + ">" +
            //               GameManager.Instance.GetPlayersTeamID().ToString() + ">" +
            //               hex.gameObject.name + ">" +
            //               unit.Abilities;



            return(agent);
        }
        public static CachedRace GetCachedRaceByName(string name)
        {
            CachedRace cr = null;

            foreach (CachedRace cachedRace in CachedRaces)
            {
                if (cachedRace.Name == name)
                {
                    cr = cachedRace;
                }
            }
            return(cr);
        }