Update health object to have a list of bodyparts
This commit is contained in:
parent
8ccacce4b3
commit
be995f1613
@ -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<string>();
|
||||
lastName = new List<string>();
|
||||
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<string> firstName { get; set; }
|
||||
public List<string> 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<string>();
|
||||
feet = new List<string>();
|
||||
hands = new List<string>();
|
||||
head = new List<string>();
|
||||
voice = new List<string>();
|
||||
}
|
||||
|
||||
public List<string> body { get; set; }
|
||||
public List<string> feet { get; set; }
|
||||
public List<string> hands { get; set; }
|
||||
public List<string> head { get; set; }
|
||||
public List<string> voice { get; set; }
|
||||
this.botType = botType;
|
||||
appearance = new Appearance();
|
||||
experience = new Experience();
|
||||
health = new Health();
|
||||
skills = new Skills();
|
||||
inventory = new Inventory();
|
||||
firstName = new List<string>();
|
||||
lastName = new List<string>();
|
||||
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<string, MinMax>();
|
||||
}
|
||||
|
||||
public Dictionary<string, MinMax> Common { get; set; }
|
||||
}
|
||||
|
||||
|
||||
public class Chances
|
||||
{
|
||||
public Chances()
|
||||
{
|
||||
equipment = new EquipmentChances();
|
||||
}
|
||||
|
||||
public EquipmentChances equipment { get; set; }
|
||||
public Dictionary<string, int> 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<string> firstName { get; set; }
|
||||
public List<string> 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<string>();
|
||||
feet = new List<string>();
|
||||
hands = new List<string>();
|
||||
head = new List<string>();
|
||||
voice = new List<string>();
|
||||
}
|
||||
|
||||
public List<string> body { get; set; }
|
||||
public List<string> feet { get; set; }
|
||||
public List<string> hands { get; set; }
|
||||
public List<string> head { get; set; }
|
||||
public List<string> 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<BodyParts>();
|
||||
}
|
||||
|
||||
public MinMax Hydration { get; set; }
|
||||
public MinMax Energy { get; set; }
|
||||
public MinMax Temperature { get; set; }
|
||||
public List<BodyParts> BodyParts { get; set; }
|
||||
}
|
||||
|
||||
public class Skills
|
||||
{
|
||||
public Skills()
|
||||
{
|
||||
Common = new Dictionary<string, MinMax>();
|
||||
}
|
||||
|
||||
public Dictionary<string, MinMax> Common { get; set; }
|
||||
}
|
||||
|
||||
public class Chances
|
||||
{
|
||||
public Chances()
|
||||
{
|
||||
equipment = new EquipmentChances();
|
||||
}
|
||||
|
||||
public EquipmentChances equipment { get; set; }
|
||||
public Dictionary<string, int> 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; }
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user