public void CreateFactionTest() { driver.Url = "https://teamevotingwebsite.azurewebsites.net/"; driver.FindElement(By.XPath("//a[@href='/Factions/Index']")).Click(); driver.FindElement(By.XPath("//a[@href='/Factions/Create']")).Click(); IWebElement firstName = driver.FindElement(By.Id("Faction_Name")); firstName.SendKeys("TestFaction"); driver.FindElement(By.CssSelector(".btn.btn-default")).Click(); // create a new faction using (TeamEVotingDBEntities teamEVotingDBEntities = new TeamEVotingDBEntities()) // check if creation was successful { List <FactionSet> factions = teamEVotingDBEntities.FactionSet.ToList(); FactionSet fs = factions.Last(); StringAssert.Contains("TestFaction", fs.Faction_Name); } IList <IWebElement> deleteButtons = driver.FindElements(By.CssSelector("[href^='/Factions/Delete/']")); deleteButtons.Last().Click(); driver.FindElement(By.CssSelector(".btn.btn-default")).Click(); // delete the created faction using (TeamEVotingDBEntities teamEVotingDBEntities = new TeamEVotingDBEntities()) // check if deletion was successful { List <FactionSet> factions = teamEVotingDBEntities.FactionSet.ToList(); FactionSet fs = factions.Last(); StringAssert.DoesNotContain("TestFaction", fs.Faction_Name); } }
public ActionResult Delete(int id, FormCollection collection) { using (TeamEVotingDBEntities teamEVotingDBEntities = new TeamEVotingDBEntities()) { FactionSet factionSet = teamEVotingDBEntities.FactionSet.Where(x => x.Faction_Id == id).FirstOrDefault(); teamEVotingDBEntities.FactionSet.Remove(factionSet); teamEVotingDBEntities.SaveChanges(); } return(RedirectToAction("Index")); }
public ActionResult Create(FactionSet factionSet) { using (TeamEVotingDBEntities teamEVotingDB = new TeamEVotingDBEntities()) { if (ModelState.IsValid) { teamEVotingDB.FactionSet.Add(factionSet); teamEVotingDB.SaveChanges(); } } return(RedirectToAction("Index")); }
public void GenerateWorld() { #if !DEBUG try #endif { CurrentState = GenerationState.Generating; LoadingMessage = "Init.."; OverworldMap.heightNoise.Seed = Overworld.Seed; Overworld.Map.Map = new OverworldCell[Overworld.Width, Overworld.Height]; Progress = 0.01f; LoadingMessage = "Height Map ..."; float[,] heightMapLookup = null; heightMapLookup = OverworldMap.GenerateHeightMapLookup(Overworld.Width, Overworld.Height); Overworld.Map.CreateHeightFromLookup(heightMapLookup); Progress = 0.05f; int numRains = (int)Overworld.GenerationSettings.NumRains; int rainLength = 250; int numRainSamples = 3; for (int x = 0; x < Overworld.Width; x++) { for (int y = 0; y < Overworld.Height; y++) { Overworld.Map.Map[x, y].Erosion = 1.0f; Overworld.Map.Map[x, y].Weathering = 0; Overworld.Map.Map[x, y].Faults = 1.0f; } } LoadingMessage = "Climate"; for (int x = 0; x < Overworld.Width; x++) { for (int y = 0; y < Overworld.Height; y++) { Overworld.Map.Map[x, y].Temperature = ((float)(y) / (float)(Overworld.Height)) * Overworld.GenerationSettings.TemperatureScale; } } OverworldImageOperations.Distort(Overworld.Map.Map, Overworld.Width, Overworld.Height, 30.0f, 0.005f, OverworldField.Temperature); for (int x = 0; x < Overworld.Width; x++) { for (int y = 0; y < Overworld.Height; y++) { Overworld.Map.Map[x, y].Temperature = Math.Max(Math.Min(Overworld.Map.Map[x, y].Temperature, 1.0f), 0.0f); } } int numVoronoiPoints = (int)Overworld.GenerationSettings.NumFaults; Progress = 0.1f; LoadingMessage = "Faults ..."; Voronoi(Overworld.Width, Overworld.Height, numVoronoiPoints); Overworld.Map.CreateHeightFromLookupWithErosion(heightMapLookup); Progress = 0.2f; Overworld.Map.CreateHeightFromLookupWithErosion(heightMapLookup); Progress = 0.25f; LoadingMessage = "Erosion..."; var buffer = new float[Overworld.Width, Overworld.Height]; Erode(Overworld.Width, Overworld.Height, Overworld.GenerationSettings.SeaLevel, Overworld.Map.Map, numRains, rainLength, numRainSamples, buffer); Overworld.Map.CreateHeightFromLookupWithErosion(heightMapLookup); Progress = 0.9f; LoadingMessage = "Blur."; OverworldImageOperations.Blur(Overworld.Map.Map, Overworld.Width, Overworld.Height, OverworldField.Erosion); LoadingMessage = "Generate height."; Overworld.Map.CreateHeightFromLookupWithErosion(heightMapLookup); LoadingMessage = "Rain"; CalculateRain(Overworld.Width, Overworld.Height); LoadingMessage = "Biome"; for (int x = 0; x < Overworld.Width; x++) { for (int y = 0; y < Overworld.Height; y++) { Overworld.Map.Map[x, y].Biome = Library.GetBiomeForConditions(Overworld.Map.Map[x, y].Temperature, Overworld.Map.Map[x, y].Rainfall, Overworld.Map.Map[x, y].Height).Biome; } } LoadingMessage = "Volcanoes"; GenerateVolcanoes(Overworld.Width, Overworld.Height); LoadingMessage = "Factions"; FactionSet library = new FactionSet(); library.Initialize(null, new CompanyInformation()); Overworld.Natives = new List <OverworldFaction>(); foreach (var fact in library.Factions) { Overworld.Natives.Add(fact.Value.ParentFaction); // Todo: Don't create a whole faction just to grab the overworldfactions from them. } for (int i = 0; i < Overworld.GenerationSettings.NumCivilizations; i++) { Overworld.Natives.Add(library.GenerateOverworldFaction(Overworld, i, Overworld.GenerationSettings.NumCivilizations)); } Politics.Initialize(Overworld); Overworld.ColonyCells = new CellSet("World\\colonies"); Overworld.InstanceSettings = new InstanceSettings(Overworld.ColonyCells.GetCellAt(16, 0)); SeedCivs(); GrowCivs(); for (int x = 0; x < Overworld.Width; x++) { Overworld.Map.Map[x, 0] = Overworld.Map.Map[x, 1]; Overworld.Map.Map[x, Overworld.Height - 1] = Overworld.Map.Map[x, Overworld.Height - 2]; } for (int y = 0; y < Overworld.Height; y++) { Overworld.Map.Map[0, y] = Overworld.Map.Map[1, y]; Overworld.Map.Map[Overworld.Width - 1, y] = Overworld.Map.Map[Overworld.Width - 2, y]; } CurrentState = GenerationState.Finished; LoadingMessage = ""; Progress = 1.0f; } #if !DEBUG catch (Exception exception) { ProgramData.WriteExceptionLog(exception); throw; } #endif }
public static FactionSet GetFactionSet(BotFaction botFaction, int bossIndex = -1) { var factionSet = new FactionSet(botFaction); var bosses = GetBosses(botFaction); bosses.Insert(0, BotType.None); // Have a chance to spawn faction without boss // TODO: add sub-bosses BotType mainBoss; if (bossIndex >= 0 && bossIndex < bosses.Count) { mainBoss = bosses[bossIndex]; } else { mainBoss = RandomHelper.GetItem(bosses); } switch (botFaction) { #region Assassin case BotFaction.Assassin: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.AssassinMelee, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.AssassinRange, 1f), }); break; } #endregion #region Agent case BotFaction.Agent: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Agent, 1f), }); break; } #endregion #region Bandido case BotFaction.Bandido: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Bandido, 1f), }); break; } #endregion #region Biker case BotFaction.Biker: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Biker, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Biker, 0.5f), new SubFaction(BotType.Thug, 0.5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Biker, 0.6f), new SubFaction(BotType.BikerHulk, 0.4f), }); break; } #endregion #region Clown case BotFaction.Clown: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.ClownCowboy, 0.5f), new SubFaction(BotType.ClownGangster, 0.25f), new SubFaction(BotType.ClownBoxer, 0.25f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.ClownCowboy, 0.6f), new SubFaction(BotType.ClownGangster, 0.4f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.ClownBoxer, 0.7f), new SubFaction(BotType.ClownGangster, 0.3f), }); break; } #endregion #region Cowboy case BotFaction.Cowboy: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Cowboy, 1f), }); break; } #endregion #region Engineer case BotFaction.Engineer: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Engineer, 1f), }); break; } #endregion #region Farmer case BotFaction.Farmer: { var nonFarmer = new BotType[] { BotType.Gardener, BotType.Lumberjack, BotType.Hunter, }; factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Farmer, 0.5f), new SubFaction(nonFarmer, .5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Farmer, 0.3f), new SubFaction(nonFarmer, .7f), }); break; } #endregion #region Gangster case BotFaction.Gangster: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Gangster, 0.8f), new SubFaction(BotType.GangsterHulk, 0.2f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Gangster, 0.7f), new SubFaction(BotType.ThugHulk, 0.3f), }); break; } #endregion #region Hunter case BotFaction.Hunter: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Hunter, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Hunter, .7f), new SubFaction(BotType.Farmer, .3f), }); break; } #endregion #region MetroCop case BotFaction.MetroCop: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.MetroCop, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.MetroCop, 0.7f), new SubFaction(BotType.Agent2, 0.3f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.MetroCop, 0.5f), new SubFaction(BotType.Agent2, 0.5f), }); break; } #endregion #region Nazi case BotFaction.Nazi: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.NaziSoldier, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.NaziSoldier, 0.6f), new SubFaction(BotType.NaziMuscleSoldier, 0.4f), }); break; } #endregion #region Police case BotFaction.Police: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Police, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Police, 0.7f), new SubFaction(BotType.PoliceSWAT, 0.3f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.PoliceSWAT, 0.8f), new SubFaction(BotType.Police, 0.2f), }); break; } #endregion #region PoliceSWAT case BotFaction.PoliceSWAT: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.PoliceSWAT, 1f), }); break; } #endregion #region Punk case BotFaction.Punk: { // TODO: add punk semi boss factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Punk, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Punk, 0.5f), new SubFaction(BotType.Biker, 0.5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Punk, 0.6f), new SubFaction(BotType.PunkHulk, 0.4f), }); break; } #endregion #region Robot case BotFaction.Robot: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Cyborg, 1f), }); break; } #endregion #region Sniper case BotFaction.Sniper: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Sniper, 1f), }); break; } #endregion #region Spacer case BotFaction.Spacer: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Spacer, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Spacer, .7f), new SubFaction(BotType.SpaceSniper, .3f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Spacer, .9f), new SubFaction(BotType.SpaceSniper, .1f), }); break; } #endregion #region SpaceSniper case BotFaction.SpaceSniper: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.SpaceSniper, 1f), }); break; } #endregion #region Stripper case BotFaction.Stripper: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Stripper, .5f), new SubFaction(BotType.Bodyguard, .5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Stripper, .5f), new SubFaction(BotType.BikerHulk, .5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Stripper, .5f), new SubFaction(BotType.GangsterHulk, .5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Stripper, .5f), new SubFaction(BotType.PunkHulk, .5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Stripper, .5f), new SubFaction(BotType.ThugHulk, .5f), }); break; } #endregion #region Soldier case BotFaction.Soldier: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Soldier, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Soldier, 0.7f), new SubFaction(BotType.Sniper, 0.3f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Soldier, 0.9f), new SubFaction(BotType.Soldier2, 0.1f), }); break; } #endregion #region Survivor case BotFaction.Survivor: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(new BotType[] { BotType.SurvivorBiker, BotType.SurvivorCrazy, BotType.SurvivorNaked, BotType.SurvivorRifleman, BotType.SurvivorRobber, BotType.SurvivorTough, }, 1f), }); break; } #endregion #region Thug case BotFaction.Thug: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Thug, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Thug, 0.5f), new SubFaction(BotType.Biker, 0.5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(mainBoss), new SubFaction(BotType.Thug, 0.6f), new SubFaction(BotType.ThugHulk, 0.4f), }); break; } #endregion #region Zombie case BotFaction.Zombie: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Zombie, 0.4f), new SubFaction(CommonZombieTypes, 0.6f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.8f), new SubFaction(BotType.ZombieBruiser, 0.2f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.6f), new SubFaction(BotType.ZombieBruiser, 0.4f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.8f), new SubFaction(BotType.ZombieChild, 0.2f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.6f), new SubFaction(BotType.ZombieChild, 0.4f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.8f), new SubFaction(BotType.ZombieFat, 0.2f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.6f), new SubFaction(BotType.ZombieFat, 0.4f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.8f), new SubFaction(BotType.ZombieFlamer, 0.2f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.6f), new SubFaction(BotType.ZombieFlamer, 0.4f), }); break; } #endregion #region ZombieMutated case BotFaction.ZombieMutated: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(MutatedZombieTypes, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.2f), new SubFaction(MutatedZombieTypes, 0.8f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.4f), new SubFaction(MutatedZombieTypes, 0.6f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(CommonZombieTypes, 0.7f), new SubFaction(MutatedZombieTypes, 0.3f), }); break; } #endregion #region Boss_Balista case BotFaction.Boss_Balista: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Balista), new SubFaction(BotType.Punk, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Balista), new SubFaction(BotType.Punk, .5f), new SubFaction(BotType.PunkHulk, .5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Balista), new SubFaction(BotType.Punk, .75f), new SubFaction(BotType.PunkHulk, .25f), }); break; } #endregion #region Boss_Boffin case BotFaction.Boss_Boffin: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Boffin), new SubFaction(BotType.Scientist, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Boffin), new SubFaction(BotType.LabAssistant, .5f), new SubFaction(BotType.Scientist, .5f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Boffin), new SubFaction(BotType.Scientist, .75f), new SubFaction(BotType.LabAssistant, .25f), }); break; } #endregion #region Boss_Cindy case BotFaction.Boss_Cindy: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Cindy), new SubFaction(BotType.Police, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Cindy), new SubFaction(BotType.Police, 0.7f), new SubFaction(BotType.PoliceSWAT, 0.3f), }); break; } #endregion #region Boss_Demolitionist case BotFaction.Boss_Demolitionist: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Demolitionist), }); break; } #endregion #region Boss_Funnyman case BotFaction.Boss_Funnyman: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Funnyman), new SubFaction(BotType.ClownBodyguard, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Funnyman), new SubFaction(new BotType[] { BotType.ClownBoxer, BotType.ClownCowboy, BotType.ClownGangster, }, 1f), }); break; } #endregion #region Boss_Jo case BotFaction.Boss_Jo: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Jo), new SubFaction(BotType.Biker, 0.6f), new SubFaction(BotType.BikerHulk, 0.4f), }); break; } #endregion #region Boss_Hacker case BotFaction.Boss_Hacker: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Hacker), new SubFaction(BotType.Hacker), }); break; } #endregion #region Boss_Incinerator case BotFaction.Boss_Incinerator: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Incinerator), }); break; } #endregion #region Boss_Kingpin case BotFaction.Boss_Kingpin: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Kingpin), new SubFaction(BotType.Bodyguard, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Kingpin), new SubFaction(BotType.GangsterHulk, 0.55f), new SubFaction(BotType.Bodyguard2, 0.45f), }); break; } #endregion #region Boss_MadScientist case BotFaction.Boss_MadScientist: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Kriegbar), new SubFaction(BotType.Fritzliebe), }); break; } #endregion #region Boss_Meatgrinder case BotFaction.Boss_Meatgrinder: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Meatgrinder), }); break; } #endregion #region Boss_Mecha case BotFaction.Boss_Mecha: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Mecha), }); break; } #endregion #region Boss_MetroCop case BotFaction.Boss_MetroCop: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.MetroCop2), new SubFaction(BotType.MetroCop, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.MetroCop2), new SubFaction(BotType.MetroCop, 0.7f), new SubFaction(BotType.Agent2, 0.3f), }); break; } #endregion #region Boss_MirrorMan case BotFaction.Boss_MirrorMan: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.MirrorMan), }); break; } #endregion #region Boss_Ninja case BotFaction.Boss_Ninja: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Ninja), }); break; } #endregion #region Boss_Santa case BotFaction.Boss_Santa: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Santa), new SubFaction(BotType.Elf, 1f), }); break; } #endregion #region Boss_Sheriff case BotFaction.Boss_Sheriff: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Sheriff), new SubFaction(BotType.Cowboy, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Sheriff), new SubFaction(BotType.Bandido, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Sheriff), new SubFaction(BotType.Cowboy, .5f), new SubFaction(BotType.Bandido, .5f), }); break; } #endregion #region Boss_Teddybear case BotFaction.Boss_Teddybear: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.Teddybear), new SubFaction(BotType.Babybear), new SubFaction(BotType.Babybear), }); break; } #endregion #region Boss_Zombie case BotFaction.Boss_Zombie: { factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.ZombieFighter), new SubFaction(CommonZombieTypes, 1f), }); factionSet.AddFaction(new List <SubFaction>() { new SubFaction(BotType.ZombieFighter), new SubFaction(CommonZombieTypes, 0.7f), new SubFaction(MutatedZombieTypes, 0.3f), }); break; } #endregion } return(factionSet); }