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authornatrixaeria <janng@gmx.de>2019-05-19 17:40:59 +0200
committernatrixaeria <janng@gmx.de>2019-05-19 17:40:59 +0200
commit1509b5ef3d7e9e71d9294e234ec0e39f2d831998 (patch)
tree78300ffff230958101b422a4e6026925b287822f /DiscoBot/DSA_Game/Characters/NPC.cs
parentc3bb858bb54dc8c64bbd48054c2c58dc0073f09c (diff)
parentc4d046858e0822b7c2c540ac2368b2c0e88e7a26 (diff)
Merge branch 'scribble' of https://github.com/TrueDoctor/DiscoBot into scribble
Diffstat (limited to 'DiscoBot/DSA_Game/Characters/NPC.cs')
-rw-r--r--DiscoBot/DSA_Game/Characters/NPC.cs112
1 files changed, 0 insertions, 112 deletions
diff --git a/DiscoBot/DSA_Game/Characters/NPC.cs b/DiscoBot/DSA_Game/Characters/NPC.cs
deleted file mode 100644
index b1b8e82..0000000
--- a/DiscoBot/DSA_Game/Characters/NPC.cs
+++ /dev/null
@@ -1,112 +0,0 @@
-namespace DiscoBot.Characters
-{
- using System;
-
- using DiscoBot.Auxiliary;
- using DiscoBot.DSA_Game.Characters;
- using DSALib.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);
- }
- }
-}