diff --git a/Common.Models/Output/Output.cs b/Common.Models/Output/Output.cs index f6bad66..0913fe1 100644 --- a/Common.Models/Output/Output.cs +++ b/Common.Models/Output/Output.cs @@ -3,226 +3,225 @@ using System.Collections.Generic; namespace Common.Models.Output { - public class Bot +public class Bot +{ + public Bot(BotType botType) { - public Bot(BotType botType) - { - this.botType = botType; - appearance = new Appearance(); - experience = new Experience(); - health = new Health(); - skills = new Skills(); - inventory = new Inventory(); - firstName = new List(); - lastName = new List(); - difficulty = new Difficulty.Difficulty(); - chances = new Chances(); - generation = new GenerationChances(); - } - - [JsonIgnore] - public BotType botType { get;set;} - public Appearance appearance { get; set; } - public Experience experience { get; set; } - public Health health { get; set; } - public Skills skills { get; set; } - public Inventory inventory { get; set; } - public List firstName { get; set; } - public List lastName { get; set; } - public Difficulty.Difficulty difficulty { get; set;} - public Chances chances { get; set; } - public GenerationChances generation { get; set; } - } - public class Appearance - { - public Appearance() - { - body = new List(); - feet = new List(); - hands = new List(); - head = new List(); - voice = new List(); - } - - public List body { get; set; } - public List feet { get; set; } - public List hands { get; set; } - public List head { get; set; } - public List voice { get; set; } + this.botType = botType; + appearance = new Appearance(); + experience = new Experience(); + health = new Health(); + skills = new Skills(); + inventory = new Inventory(); + firstName = new List(); + lastName = new List(); + difficulty = new Difficulty.Difficulty(); + chances = new Chances(); + generation = new GenerationChances(); } - public class Experience - { - public Experience() - { - level = new MinMax(0, 1); - reward = new MinMax(-1, -1); - standingForKill = -0.02; - aggressorBonus = 0.01; - } - - public MinMax level { get; set; } - public MinMax reward { get; set; } - public double standingForKill { get; set; } - public double aggressorBonus { get; set; } - } - - public class BodyParts - { - public BodyParts() - { - Head = new MinMax(35, 35); - Chest = new MinMax(85, 85); - Stomach = new MinMax(70, 70); - LeftArm = new MinMax(60, 60); - RightArm = new MinMax(60, 60); - LeftLeg = new MinMax(65, 65); - RightLeg = new MinMax(65, 65); - } - - public MinMax Head { get; set; } - public MinMax Chest { get; set; } - public MinMax Stomach { get; set; } - public MinMax LeftArm { get; set; } - public MinMax RightArm { get; set; } - public MinMax LeftLeg { get; set; } - public MinMax RightLeg { get; set; } - } - - public class Health - { - public Health() - { - Hydration = new MinMax(100, 100); - Energy = new MinMax(100, 100); - Temperature = new MinMax(36, 40); - BodyParts = new BodyParts(); - } - - public MinMax Hydration { get; set; } - public MinMax Energy { get; set; } - public MinMax Temperature { get; set; } - public BodyParts BodyParts { get; set; } - } - - public class Skills - { - public Skills() - { - Common = new Dictionary(); - } - - public Dictionary Common { get; set; } - } - - - public class Chances - { - public Chances() - { - equipment = new EquipmentChances(); - } - - public EquipmentChances equipment { get; set; } - public Dictionary mods { get; set; } - } - - public class EquipmentChances - { - public EquipmentChances() - { - } - - public EquipmentChances(int head, int ear, int faceCover, - int vest, int eyewear, int armband, int tacVest, - int backpack, int firstPrimary, int secondPrimary, - int holster, int scabbard, int pockets, int securedContainer) - { - Headwear = head; - Earpiece = ear; - FaceCover = faceCover; - ArmorVest = vest; - ArmBand = armband; - Eyewear = eyewear; - TacticalVest = tacVest; - Backpack = backpack; - FirstPrimaryWeapon = firstPrimary; - SecondPrimaryWeapon = secondPrimary; - Holster = holster; - Scabbard = scabbard; - Pockets = pockets; - SecuredContainer = securedContainer; - } - - public int Headwear { get; set; } - public int Earpiece { get; set; } - public int FaceCover { get; set; } - public int ArmorVest { get; set; } - public int Eyewear { get; set; } - public int ArmBand { get; set; } - public int TacticalVest { get; set; } - public int Backpack { get; set; } - public int FirstPrimaryWeapon { get; set; } - public int SecondPrimaryWeapon { get; set; } - public int Holster { get; set; } - public int Scabbard { get; set; } - public int Pockets { get; set; } - public int SecuredContainer { get; set; } - } - - public class GenerationChances - { - public GenerationChances(int specialMin, int SpecialMax, - int healingMin, int healingMax, - int looseLootMin, int looseLootMax, - int magazinesMin, int MagazineMax, - int grenandesMin, int grenadesMax) - { - items = new ItemChances - { - specialItems = new MinMax(specialMin, SpecialMax), - healing = new MinMax(healingMin, healingMax), - looseLoot = new MinMax(looseLootMin, looseLootMax), - magazines = new MinMax(magazinesMin, MagazineMax), - grenades = new MinMax(grenandesMin, grenadesMax) - }; - } - - public GenerationChances() - { - items = new ItemChances(); - } - - public ItemChances items { get; set; } - } - - public class ItemChances - { - public ItemChances() - { - specialItems = new MinMax(0, 1); - healing = new MinMax(1, 2); - looseLoot = new MinMax(0, 3); - magazines = new MinMax(2, 4); - grenades = new MinMax(0, 5); - } - - public MinMax specialItems { get; set; } - public MinMax healing { get; set; } - public MinMax looseLoot { get; set; } - public MinMax magazines { get; set; } - public MinMax grenades { get; set; } - } - - public class MinMax - { - public MinMax(int min, int max) - { - this.min = min; - this.max = max; - } - - public int min { get; set; } - public int max { get; set; } - } + [JsonIgnore] + public BotType botType { get; set; } + public Appearance appearance { get; set; } + public Experience experience { get; set; } + public Health health { get; set; } + public Skills skills { get; set; } + public Inventory inventory { get; set; } + public List firstName { get; set; } + public List lastName { get; set; } + public Difficulty.Difficulty difficulty { get; set; } + public Chances chances { get; set; } + public GenerationChances generation { get; set; } +} +public class Appearance +{ + public Appearance() + { + body = new List(); + feet = new List(); + hands = new List(); + head = new List(); + voice = new List(); + } + + public List body { get; set; } + public List feet { get; set; } + public List hands { get; set; } + public List head { get; set; } + public List voice { get; set; } +} + +public class Experience +{ + public Experience() + { + level = new MinMax(0, 1); + reward = new MinMax(-1, -1); + standingForKill = -0.02; + aggressorBonus = 0.01; + } + + public MinMax level { get; set; } + public MinMax reward { get; set; } + public double standingForKill { get; set; } + public double aggressorBonus { get; set; } +} + +public class BodyParts +{ + public BodyParts() + { + Head = new MinMax(35, 35); + Chest = new MinMax(85, 85); + Stomach = new MinMax(70, 70); + LeftArm = new MinMax(60, 60); + RightArm = new MinMax(60, 60); + LeftLeg = new MinMax(65, 65); + RightLeg = new MinMax(65, 65); + } + + public MinMax Head { get; set; } + public MinMax Chest { get; set; } + public MinMax Stomach { get; set; } + public MinMax LeftArm { get; set; } + public MinMax RightArm { get; set; } + public MinMax LeftLeg { get; set; } + public MinMax RightLeg { get; set; } +} + +public class Health +{ + public Health() + { + Hydration = new MinMax(100, 100); + Energy = new MinMax(100, 100); + Temperature = new MinMax(36, 40); + BodyParts = new List(); + } + + public MinMax Hydration { get; set; } + public MinMax Energy { get; set; } + public MinMax Temperature { get; set; } + public List BodyParts { get; set; } +} + +public class Skills +{ + public Skills() + { + Common = new Dictionary(); + } + + public Dictionary Common { get; set; } +} + +public class Chances +{ + public Chances() + { + equipment = new EquipmentChances(); + } + + public EquipmentChances equipment { get; set; } + public Dictionary mods { get; set; } +} + +public class EquipmentChances +{ + public EquipmentChances() + { + } + + public EquipmentChances(int head, int ear, int faceCover, + int vest, int eyewear, int armband, int tacVest, + int backpack, int firstPrimary, int secondPrimary, + int holster, int scabbard, int pockets, int securedContainer) + { + Headwear = head; + Earpiece = ear; + FaceCover = faceCover; + ArmorVest = vest; + ArmBand = armband; + Eyewear = eyewear; + TacticalVest = tacVest; + Backpack = backpack; + FirstPrimaryWeapon = firstPrimary; + SecondPrimaryWeapon = secondPrimary; + Holster = holster; + Scabbard = scabbard; + Pockets = pockets; + SecuredContainer = securedContainer; + } + + public int Headwear { get; set; } + public int Earpiece { get; set; } + public int FaceCover { get; set; } + public int ArmorVest { get; set; } + public int Eyewear { get; set; } + public int ArmBand { get; set; } + public int TacticalVest { get; set; } + public int Backpack { get; set; } + public int FirstPrimaryWeapon { get; set; } + public int SecondPrimaryWeapon { get; set; } + public int Holster { get; set; } + public int Scabbard { get; set; } + public int Pockets { get; set; } + public int SecuredContainer { get; set; } +} + +public class GenerationChances +{ + public GenerationChances(int specialMin, int SpecialMax, + int healingMin, int healingMax, + int looseLootMin, int looseLootMax, + int magazinesMin, int MagazineMax, + int grenandesMin, int grenadesMax) + { + items = new ItemChances + { + specialItems = new MinMax(specialMin, SpecialMax), + healing = new MinMax(healingMin, healingMax), + looseLoot = new MinMax(looseLootMin, looseLootMax), + magazines = new MinMax(magazinesMin, MagazineMax), + grenades = new MinMax(grenandesMin, grenadesMax) + }; + } + + public GenerationChances() + { + items = new ItemChances(); + } + + public ItemChances items { get; set; } +} + +public class ItemChances +{ + public ItemChances() + { + specialItems = new MinMax(0, 1); + healing = new MinMax(1, 2); + looseLoot = new MinMax(0, 3); + magazines = new MinMax(2, 4); + grenades = new MinMax(0, 5); + } + + public MinMax specialItems { get; set; } + public MinMax healing { get; set; } + public MinMax looseLoot { get; set; } + public MinMax magazines { get; set; } + public MinMax grenades { get; set; } +} + +public class MinMax +{ + public MinMax(int min, int max) + { + this.min = min; + this.max = max; + } + + public int min { get; set; } + public int max { get; set; } +} }