diff options
author | Dennis Kobert <d-kobert@web.de> | 2019-06-11 23:38:13 +0200 |
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committer | Dennis Kobert <d-kobert@web.de> | 2019-06-11 23:38:13 +0200 |
commit | 2fa4a0e50ebfc97059c8b84dbd17e79f9afc8a8d (patch) | |
tree | c3b34ccb2737e347a73768536895cbbaab13cc01 /DSACore/DSA_Game/Characters/NPC.cs | |
parent | ec991104f56e90d7bb2878da2fe6ed4e585dfc46 (diff) | |
parent | af74efccf8d21e6151022b71f3cacd3fa83024ee (diff) |
Merge branch 'rework-backend'
Diffstat (limited to 'DSACore/DSA_Game/Characters/NPC.cs')
-rw-r--r-- | DSACore/DSA_Game/Characters/NPC.cs | 115 |
1 files changed, 0 insertions, 115 deletions
diff --git a/DSACore/DSA_Game/Characters/NPC.cs b/DSACore/DSA_Game/Characters/NPC.cs deleted file mode 100644 index 0a660ee..0000000 --- a/DSACore/DSA_Game/Characters/NPC.cs +++ /dev/null @@ -1,115 +0,0 @@ -using System; -using DSACore.Auxiliary; -using DSALib.Characters; - -namespace DSACore.Characters -{ - using System; - - using DSACore.Auxiliary; - using DSACore.DSA_Game.Characters; - - public class Npc : Being, ICharacter - { - private readonly int mean, stDv; - - public Npc(string name, int mean, int stDv) - { - this.mean = mean; - this.stDv = stDv; - this.Name = name; - } - - public string TestTalent(string talent, int tap = 3) - { - for (int i = 0; i <= 2; i++) - { - // foreach property, dice and tap - int temp = Dice.Roll(); - int eigenschaft = (int)Math.Round(RandomMisc.Random(this.stDv, this.mean)); - - if (eigenschaft < temp) - { - tap -= temp - eigenschaft; - } - } - - if (tap >= 0) - { - return $"{this.Name} vollführt {talent} erfolgreich"; - } - - - return $"{this.Name} scheitert an {talent}"; - } - - public string TestEigenschaft(string eigenschaft, int erschwernis = 0) - { - int temp = Dice.Roll(); - int prop = (int)Math.Round(RandomMisc.Random(this.stDv, this.stDv)); - - if (temp + erschwernis < prop) - { - return $"{this.Name} vollführt {eigenschaft} erfolgreich"; - } - - return $"{this.Name} scheitert an {eigenschaft}"; - } - - public string Angriff(string waffe, int erschwernis = 0) - { - int temp = Dice.Roll(); - - if (temp == 1) - { - return $"{this.Name} greift kritisch mit {waffe} an"; - } - - if (temp < erschwernis) - { - return $"{this.Name} greift mit {waffe} an"; - } - - return $"{this.Name} haut mit {waffe} daneben"; - } - - public string Parade(string waffe, int erschwernis = 0) - { - int temp = Dice.Roll(); - - if (temp == 1) - { - return $"{this.Name} pariert mit {waffe} meisterlich"; - } - - if (temp < erschwernis) - { - return $"{this.Name} pariert mit {waffe} an"; - } - - return $"{this.Name} schafft es nicht mit {waffe} zu parieren"; - } - - public string Fernkampf(string waffe, int erschwernis = 0) - { - int temp = Dice.Roll(); - - if (temp == 1) - { - return $"{this.Name} trifft kritisch mit {waffe}"; - } - - if (temp < erschwernis) - { - return $"{this.Name} greift mit {waffe} an"; - } - - return $"{this.Name} schießt mit {waffe} daneben"; - } - - public string TestZauber(string zauber, int erschwernis) - { - return TestTalent(zauber, erschwernis); - } - } -} |