public static int GetObjectiveWeightBySize(EntitySize size) { switch (size) { default: { return(0); } case EntitySize.Corvette: { return(1); } case EntitySize.Frigate: { return(2); } case EntitySize.Cruiser: { return(3); } case EntitySize.Flagship: { return(20); } } }
public Human(string Name, int HP, EntitySize Size, double PsyLvl, string Nickname, string FirstName, string Status, List <Entity> Inventory, long id, Entity SelectedEquipment, string Country, char Sex) : base(Name, HP, Size, PsyLvl, Nickname, FirstName, Status, Inventory, id, SelectedEquipment) { this.size = EntitySize.Medium; this.country = Country; this.sex = Sex; parts = new List <EntityPart>() { new EntityPart(2, EntityPartType.Head, new List <EntityPartType> { EntityPartType.Neck }, EntitySize.Small, 0.25f), new EntityPart(0.5f, EntityPartType.Neck, new List <EntityPartType> { EntityPartType.Chest, EntityPartType.Head }, EntitySize.Small), new EntityPart(0.5f, EntityPartType.Arm, new List <EntityPartType> { EntityPartType.Hand, EntityPartType.Chest }, EntitySize.Medium), new EntityPart(0.4f, EntityPartType.Foot, new List <EntityPartType> { EntityPartType.Leg }, EntitySize.Small), new EntityPart(2, EntityPartType.Heart, new List <EntityPartType> { EntityPartType.Chest }, EntitySize.Small, 0.5f), new EntityPart(1, EntityPartType.Chest, new List <EntityPartType> { EntityPartType.Leg, EntityPartType.Neck, EntityPartType.Arm }, EntitySize.Medium), new EntityPart(0.75f, EntityPartType.Leg, new List <EntityPartType> { EntityPartType.Foot, EntityPartType.Chest }, EntitySize.Medium), new EntityPart(0.2f, EntityPartType.Hand, new List <EntityPartType> { EntityPartType.Arm }, EntitySize.Small) }; parts.AttachTo(this); }
public string status; // Mot tag public Entity(string Name, int HP, EntitySize Size, double PsyLvl) { this.name = Name; this.hp = HP; this.psyLvl = PsyLvl; this.size = Size; }
public EntityPart(float damageCoeff, EntityPartType part, List <EntityPartType> connectedParts, EntitySize size, float progressiveDmgSpeed = 0) { this.damageCoeff = damageCoeff; this.partType = part; this.progressiveDmgSpeed = progressiveDmgSpeed; this.adjPartsType = connectedParts; this.size = size; }
public Character(string Name, int HP, EntitySize Size, double PsyLvl, string Nickname, string FirstName, string Status, List <Entity> Inventory, long id, Entity SelectedEquipment) : base(Name, HP, Size, PsyLvl) { this.nickname = Nickname; this.firstName = FirstName; this.status = Status; this.inventory = Inventory; this.discordID = id; this.selectedEquipment = SelectedEquipment; }
public EntityDatabaseEntry(Entity entity) { this.entity = entity; this.enterCount = 1; this.exitCount = 0; this.disabled = false; this.destroyed = false; this.factionId = entity.factionId; this.size = entity.size; this.type = entity.type; }
public static int GetEntitySize(string size) { // Default size - medium. EntitySize es = EntitySize.medium; Enum.TryParse <EntitySize>(size, out es); if ((int)es == 0) { es = EntitySize.medium; } return(Convert.ToInt32(es)); }
public static EntitySize GetEntityEnumSize(string size) { // Default size - medium. EntitySize es = EntitySize.medium; Enum.TryParse <EntitySize>(size, out es); if ((int)es == 0) { es = EntitySize.medium; } return(es); }
//int chestArmorValue; //int headArmorValue; //int legArmorValue; //int armArmor; //int footArmor; //int gloveArmor; //public HumanArmor(string Name, int HP, double PsyLvl, EntitySize Size, int ChestArmor, int HeadArmor, int LegArmor, int ArmArmor, int footArmor, int GloveArmor) : base(Name, HP, PsyLvl, Size) //{ // this.chestArmorValue = ChestArmor; // this.headArmorValue = HeadArmor; // this.legArmorValue = LegArmor; // this.armArmor = ArmArmor; // this.footArmor = footArmor; // this.gloveArmor = GloveArmor; //} public HumanArmor(string Name, int HP, EntitySize Size, double PsyLvl) : base(Name, HP, Size, PsyLvl) { }