/// <summary> /// Crate PlayerInfoModel from Monster /// </summary> /// <param name="data"></param> public EntityInfoModel(MonsterModel data) { PlayerType = data.PlayerType; Guid = data.Guid; Alive = data.Alive; Experience = data.Experience; //ExperienceRemaining = data.ExperienceRemaining; Level = data.Level; Name = data.Name; Description = data.Description; Speed = data.GetSpeed(); ImageURI = data.ImageURI; CurrentHealth = data.GetCurrentHealth(); MaxHealth = data.GetMaxHealth(); // Set the strings for the items Head = data.Head; Feet = data.Feet; Necklace = data.Necklace; RightFinger = data.RightFinger; LeftFinger = data.LeftFinger; Feet = data.Feet; DifficultyLevel = data.DifficultyLevel; }
/// <summary> /// Crate PlayerInfoModel from Monster /// </summary> /// <param name="data"></param> public PlayerInfoModel(MonsterModel data) { PlayerType = data.PlayerType; Guid = data.Guid; Alive = data.Alive; ExperienceTotal = data.ExperienceTotal; ExperienceRemaining = data.ExperienceRemaining; Level = data.Level; Name = data.Name; Description = data.Description; Speed = data.GetSpeed(); ImageURI = data.ImageURI; MaxHealth = data.GetMaxHealthTotal; CurrentHealth = data.GetCurrentHealthTotal; MonsterTypeEnum = data.MonsterTypeEnum; CharacterTypeEnum = data.CharacterTypeEnum; // Set the Base Attributes Speed = data.Speed; Range = data.Range; Defense = data.Defense; Attack = data.Attack; MaxHealth = data.MaxHealth; CurrentHealth = data.CurrentHealth; // Set the strings for the items Head = data.Head; Necklace = data.Necklace; PrimaryHand = data.PrimaryHand; OffHand = data.OffHand; RightFinger = data.RightFinger; LeftFinger = data.LeftFinger; Feet = data.Feet; UniqueDropItem = data.UniqueDropItem; Difficulty = data.Difficulty; // 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. var LevelData = LevelTableHelper.LevelDetailsList.ElementAtOrDefault(Level + 1) ?? LevelTableHelper.LevelDetailsList.Last(); ExperienceRemaining = LevelData.Experience - 1; SpecificMonsterTypeEnum = data.SpecificMonsterTypeEnum; /* * TODO: Team, this is needed to keep the UT passing for the base game, your game does not need to use it. */ // Add some base Abilities foreach (var item in AbilityEnumHelper.GetListOthers) { AbilityTracker.Add(AbilityEnumHelper.ConvertStringToEnum(item), Level); } EngineGameSpecialAbility = AbilityEnum.None; TileImageURI = data.TileImageURI; }
/// <summary> /// Crate PlayerInfoModel from Monster /// </summary> /// <param name="data"></param> public PlayerInfoModel(MonsterModel data) { PlayerType = data.PlayerType; Guid = data.Guid; Alive = data.Alive; ExperienceTotal = data.ExperienceTotal; ExperienceRemaining = data.ExperienceRemaining; Level = data.Level; Name = data.Name; Description = data.Description; Speed = data.GetSpeed(); ImageURI = data.ImageURI; MaxHealth = data.GetMaxHealthTotal; CurrentHealth = data.GetCurrentHealthTotal; // Set the Base Attributes Speed = data.Speed; Range = data.Range; Defense = data.Defense; Attack = data.Attack; SpecialAttack = data.SpecialAttack; MaxHealth = data.MaxHealth; CurrentHealth = data.CurrentHealth; // Set the strings for the items Head = data.Head; Necklass = data.Necklass; PrimaryHand = data.PrimaryHand; OffHand = data.OffHand; RightFinger = data.RightFinger; LeftFinger = data.LeftFinger; Feet = data.Feet; UniqueItem = data.UniqueItem; Difficulty = data.Difficulty; MonsterType = data.MonsterType; // 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.LevelDetailsList[Level + 1].Experience - 1; // Adding abilities for monsters, why not, they work hard for a living foreach (var item in AbilityEnumHelper.GetListOthers) { AbilityTracker.Add(AbilityEnumHelper.ConvertStringToEnum(item), Level); } }
/// <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; }