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authorDennis Kobert <d-kobert@web.de>2019-06-11 23:38:13 +0200
committerDennis Kobert <d-kobert@web.de>2019-06-11 23:38:13 +0200
commit2fa4a0e50ebfc97059c8b84dbd17e79f9afc8a8d (patch)
treec3b34ccb2737e347a73768536895cbbaab13cc01 /DSACore/DSA_Game/Characters/NPC.cs
parentec991104f56e90d7bb2878da2fe6ed4e585dfc46 (diff)
parentaf74efccf8d21e6151022b71f3cacd3fa83024ee (diff)
Merge branch 'rework-backend'
Diffstat (limited to 'DSACore/DSA_Game/Characters/NPC.cs')
-rw-r--r--DSACore/DSA_Game/Characters/NPC.cs115
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);
- }
- }
-}