using Generator.Models.Output; namespace Generator.Helpers { public static class DifficultyHelper { public static void AddAssaultDifficulties(Bot bot) { bot.difficulty.easy = new Models.Output.Difficulty.DifficultySettings { Lay = EasyHelper.GenerateLay(), Aiming = EasyHelper.GenerateAiming(), Look = EasyHelper.GenerateLook(), Shoot = EasyHelper.GenerateShoot(), Move = EasyHelper.GenerateMove(), Grenade = EasyHelper.GenerateGrenade(), Change = EasyHelper.GenerateChange(), Cover = EasyHelper.GenerateCover(), Patrol = EasyHelper.GeneratePatrol(), Hearing = EasyHelper.GenerateHearing(), Mind = EasyHelper.GenerateMind(), Boss = EasyHelper.GenerateBoss(), Core = EasyHelper.GenerateCore(), Scattering = EasyHelper.GenerateScattering() }; bot.difficulty.normal = new Models.Output.Difficulty.DifficultySettings(){ Lay = NormalHelper.GenerateLay(), Aiming = NormalHelper.GenerateAiming(), Look = NormalHelper.GenerateLook(), Shoot = NormalHelper.GenerateShoot(), Move = NormalHelper.GenerateMove(), Grenade = NormalHelper.GenerateGrenade(), Change = NormalHelper.GenerateChange(), Cover = NormalHelper.GenerateCover(), Patrol = NormalHelper.GeneratePatrol(), Hearing = NormalHelper.GenerateHearing(), Mind = NormalHelper.GenerateMind(), Boss = NormalHelper.GenerateBoss(), Core = NormalHelper.GenerateCore(), Scattering = NormalHelper.GenerateScattering() }; bot.difficulty.hard = new Models.Output.Difficulty.DifficultySettings() { Lay = DifficultHelper.GenerateLay(), Aiming = DifficultHelper.GenerateAiming(), Look = DifficultHelper.GenerateLook(), Shoot = DifficultHelper.GenerateShoot(), Move = DifficultHelper.GenerateMove(), Grenade = DifficultHelper.GenerateGrenade(), Change = DifficultHelper.GenerateChange(), Cover = DifficultHelper.GenerateCover(), Patrol = DifficultHelper.GeneratePatrol(), Hearing = DifficultHelper.GenerateHearing(), Mind = DifficultHelper.GenerateMind(), Boss = DifficultHelper.GenerateBoss(), Core = DifficultHelper.GenerateCore(), Scattering = DifficultHelper.GenerateScattering() }; bot.difficulty.impossible = new Models.Output.Difficulty.DifficultySettings() { Lay = ImpossibleHelper.GenerateLay(), Aiming = ImpossibleHelper.GenerateAiming(), Look = ImpossibleHelper.GenerateLook(), Shoot = ImpossibleHelper.GenerateShoot(), Move = ImpossibleHelper.GenerateMove(), Grenade = ImpossibleHelper.GenerateGrenade(), Change = ImpossibleHelper.GenerateChange(), Cover = ImpossibleHelper.GenerateCover(), Patrol = ImpossibleHelper.GeneratePatrol(), Hearing = ImpossibleHelper.GenerateHearing(), Mind = ImpossibleHelper.GenerateMind(), Boss = ImpossibleHelper.GenerateBoss(), Core = ImpossibleHelper.GenerateCore(), Scattering = ImpossibleHelper.GenerateScattering() }; } } }