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authorTrueDoctor <d-kobert@web.de>2018-06-03 23:16:17 +0200
committerTrueDoctor <d-kobert@web.de>2018-06-03 23:16:17 +0200
commitd63ffc58db0f032cf7573b2a8a7720de2d5050ab (patch)
treed9a656651251bbd1eec233265ef824bf4b0389f0 /DiscoBot/DSA_Game/Characters
parent256154e2ab4244e7267ffc21959a4ce65c982783 (diff)
-General restructuring
-seperated talents and spells
Diffstat (limited to 'DiscoBot/DSA_Game/Characters')
-rw-r--r--DiscoBot/DSA_Game/Characters/Character.cs271
-rw-r--r--DiscoBot/DSA_Game/Characters/ICharacter.cs27
-rw-r--r--DiscoBot/DSA_Game/Characters/NPC.cs115
3 files changed, 413 insertions, 0 deletions
diff --git a/DiscoBot/DSA_Game/Characters/Character.cs b/DiscoBot/DSA_Game/Characters/Character.cs
new file mode 100644
index 0000000..01b7eeb
--- /dev/null
+++ b/DiscoBot/DSA_Game/Characters/Character.cs
@@ -0,0 +1,271 @@
+namespace DiscoBot.DSA_Game.Characters
+{
+ using System;
+ using System.Collections.Generic;
+ using System.Linq;
+ using System.Text;
+ using System.Xml;
+
+ using DiscoBot.Audio;
+ using DiscoBot.Auxiliary;
+
+ public class Character : ICharacter
+ {
+ public Character()
+ {
+ this.PropTable.Add("MU", "Mut"); // routing
+ this.PropTable.Add("KL", "Klugheit");
+ this.PropTable.Add("IN", "Intuition");
+ this.PropTable.Add("CH", "Charisma");
+ this.PropTable.Add("FF", "Fingerfertigkeit");
+ this.PropTable.Add("GE", "Gewandtheit");
+ this.PropTable.Add("KO", "Konstitution");
+ this.PropTable.Add("KK", "Körperkraft");
+
+ }
+
+ public Character(string path) : this()
+ {
+ this.Load(path); // load
+ this.Post_process(); // calculate derived values
+ }
+
+ public Character(Character c, string name, int stDv = 2) : this()
+ {
+ this.Name = name;
+ foreach (var i in c.Eigenschaften)
+ {
+ this.Eigenschaften.Add(i.Key, i.Value + (int)Math.Round(RandomMisc.Random(stDv)));
+ }
+
+ foreach (var i in c.Vorteile)
+ {
+ this.Vorteile.Add(new Vorteil(i.Name, i.Value + (int)Math.Round(RandomMisc.Random(stDv))));
+ }
+
+ foreach (var i in c.Talente)
+ {
+ this.Talente.Add(new Talent(i.Name, i.Probe, i.Value + (int)Math.Round(RandomMisc.Random(stDv))));
+ }
+
+ foreach (var i in c.Zauber)
+ {
+ this.Zauber.Add(new Zauber(i.Name, i.Probe, i.Value + (int)Math.Round(RandomMisc.Random(stDv)), i.Complexity, i.Representation));
+ }
+
+ foreach (var i in c.Kampftalente)
+ {
+ this.Kampftalente.Add(new KampfTalent(i.Name, i.At + (int)Math.Round(RandomMisc.Random(stDv)), i.Pa + (int)Math.Round(RandomMisc.Random(stDv))));
+ }
+
+ this.Post_process(); // calculate derived values
+ }
+
+ public string Name { get; set; } // char name
+
+ public int Lebenspunkte { get; set; }
+
+ public Dictionary<string, int> Eigenschaften { get; set; } = new Dictionary<string, int>(); // char properties
+
+ public List<Talent> Talente { get; set; } = new List<Talent>(); // list of talent objects (talents)
+
+ public List<Zauber> Zauber { get; set; } = new List<Zauber>(); // list of spell objects
+
+ public List<KampfTalent> Kampftalente { get; set; } = new List<KampfTalent>(); // list of combat objects
+
+ public List<Vorteil> Vorteile { get; set; } = new List<Vorteil>();
+
+ public Dictionary<string, string> PropTable { get; set; } = new Dictionary<string, string>(); // -> Körperkraft
+
+ public string TestTalent(string talent, int erschwernis = 0) // Talentprobe
+ {
+ return this.Talente.ProbenTest(this, talent, erschwernis);
+ }
+
+ public string TestZauber(string zauber, int erschwernis = 0) // Talentprobe
+ {
+ return this.Zauber.ProbenTest(this, zauber, erschwernis);
+ }
+
+ public string TestEigenschaft(string eigenschaft, int erschwernis = 0)
+ {
+ var output = new StringBuilder();
+ var prop = this.PropTable[eigenschaft.ToUpper()];
+ int tap = this.Eigenschaften[prop];
+ output.AppendFormat(
+ "{0}-Eigenschaftsprobe ew:{1} {2} \n",
+ prop,
+ tap,
+ erschwernis.Equals(0) ? string.Empty : "Erschwernis: " + erschwernis);
+ int roll = Dice.Roll();
+ output.Append($"Gewürfelt: {roll} übrig: {tap - roll - erschwernis}");
+ return output.ToString();
+ }
+
+ public string Angriff(string talent, int erschwernis = 0) // pretty self explanatory
+ {
+ var output = new StringBuilder();
+ var sc = new SpellCorrect();
+ var attack = this.Kampftalente.OrderBy(x => sc.Compare(talent, x.Name)).First();
+ if (sc.Compare(talent, attack.Name) > SpellCorrect.ErrorThreshold)
+ {
+ SoundEffects.Play(Sound.Wrong).Wait();
+ return $"{this.Name} kann nicht mit der Waffenart {talent} umgehen...";
+ }
+
+ int tap = attack.At;
+ output.AppendFormat(
+ "{0}-Angriff taw:{1} {2} \n",
+ attack.Name,
+ tap,
+ erschwernis.Equals(0) ? string.Empty : "Erschwernis: " + erschwernis);
+
+ int temp = Dice.Roll();
+ output.Append(temp - erschwernis);
+ return output.ToString();
+ }
+
+ public string Parade(string talent, int erschwernis = 0)
+ {
+ var output = new StringBuilder();
+ var sc = new SpellCorrect();
+ var attack = this.Kampftalente.OrderBy(x => sc.Compare(talent, x.Name)).First();
+
+ if (sc.Compare(talent, attack.Name) > SpellCorrect.ErrorThreshold)
+ {
+ SoundEffects.Play(Sound.Wrong).Wait();
+ return $"{this.Name} kann nicht mit der Waffenart {talent} umgehen...";
+ }
+
+ int tap = attack.Pa;
+ output.AppendFormat(
+ "{0}-Parade taw:{1} {2}\n",
+ attack.Name,
+ tap,
+ erschwernis.Equals(0) ? string.Empty : "Erschwernis: " + erschwernis);
+
+ int temp = Dice.Roll();
+ output.Append(temp - erschwernis);
+ return output.ToString();
+ }
+
+ public string Fernkampf(string talent, int erschwernis = 0)
+ {
+ var output = new StringBuilder();
+ var sc = new SpellCorrect();
+ int fk = this.Eigenschaften["fk"];
+ var attack = this.Talente.OrderBy(x => sc.Compare(talent, x.Name)).First();
+ if (sc.Compare(talent, attack.Name) > SpellCorrect.ErrorThreshold)
+ {
+ SoundEffects.Play(Sound.Wrong).Wait();
+ return $"{this.Name} kann nicht mit der Waffenart {talent} umgehen...";
+ }
+
+ int tap = attack.Value;
+ output.AppendFormat(
+ "{0} taw:{1} {2} \n",
+ attack.Name,
+ tap,
+ erschwernis.Equals(0) ? string.Empty : "Erschwernis: " + erschwernis);
+ tap -= erschwernis;
+ int temp = Dice.Roll();
+ tap -= temp > fk ? temp - fk : 0;
+ output.Append($"W20: {temp} tap: {tap}");
+ return output.ToString();
+ }
+
+ private void Post_process()
+ {
+ var LE_Wert = this.Eigenschaften.First(s => s.Key.Contains("Leben")).Value;
+ var KK_Wert = this.Eigenschaften.First(s => s.Key.Contains("Körper")).Value;
+ var KO__Wert = this.Eigenschaften.First(s => s.Key.Contains("Konst")).Value;
+
+ this.Lebenspunkte = LE_Wert + (int)(KO__Wert + (KK_Wert/2.0) + 0.5);
+
+ }
+
+ private void Load(string path)
+ {
+ var reader = new XmlTextReader(path);
+ while (reader.Read())
+ {
+ // read until he hits keywords
+ if (reader.NodeType != XmlNodeType.Element)
+ {
+ continue;
+ }
+
+ switch (reader.Name)
+ {
+ case "Wesen":
+ reader.Skip();
+ break;
+ case "held":
+ this.Name = reader.GetAttribute("name"); // name
+ break;
+ case "eigenschaft":
+ this.Eigenschaften.Add(
+ reader.GetAttribute("name") ?? throw new InvalidOperationException(),
+ Convert.ToInt32(reader.GetAttribute("value")) + Convert.ToInt32(reader.GetAttribute("mod")));
+ break;
+ case "vt":
+ reader.Read();
+ while (reader.Name.Equals("vorteil"))
+ {
+ try
+ {
+ this.Vorteile.Add(new Vorteil(
+ reader.GetAttribute("name"),
+ // Convert.ToInt32(reader.GetAttribute("value"))));
+ reader.GetAttribute("value")));
+ }
+ catch
+ {
+ this.Vorteile.Add(new Vorteil(reader.GetAttribute("name")));
+ }
+
+ reader.Read();
+ }
+
+ break;
+ case "talentliste":
+ reader.Read();
+ while (reader.Name.Equals("talent"))
+ {
+ this.Talente.Add(
+ new Talent(
+ reader.GetAttribute("name"),
+ reader.GetAttribute("probe")?.Remove(0, 2).Trim(')'),
+ Convert.ToInt32(reader.GetAttribute("value"))));
+ reader.Read();
+ }
+
+ break;
+ case "zauberliste":
+ reader.Read();
+ while (reader.Name.Equals("zauber"))
+ {
+ this.Zauber.Add(
+ new Zauber(
+ reader.GetAttribute("name"),
+ reader.GetAttribute("probe")?.Remove(0, 2).Trim(')'),
+ Convert.ToInt32(reader.GetAttribute("value")),
+ reader.GetAttribute("k").ToCharArray()[0],
+ reader.GetAttribute("repraesentation")));
+ reader.Read();
+ }
+
+ break;
+ case "kampfwerte":
+ string atName = reader.GetAttribute("name");
+ reader.Read();
+ int at = Convert.ToInt32(reader.GetAttribute("value"));
+ reader.Read();
+ int pa = Convert.ToInt32(reader.GetAttribute("value"));
+ this.Kampftalente.Add(new KampfTalent(atName, at, pa));
+ break;
+ }
+ }
+ }
+ }
+}
diff --git a/DiscoBot/DSA_Game/Characters/ICharacter.cs b/DiscoBot/DSA_Game/Characters/ICharacter.cs
new file mode 100644
index 0000000..91eee2d
--- /dev/null
+++ b/DiscoBot/DSA_Game/Characters/ICharacter.cs
@@ -0,0 +1,27 @@
+namespace DiscoBot.DSA_Game.Characters
+{
+ public interface ICharacter
+ {
+ string Name { get; set; }
+
+ int Lebenspunkte { get; set; }
+
+ //int Ausdauer { get; set; }
+
+ //int Astralpunkte { get; set; }
+
+ //int Karmapunkte { get; set; }
+
+ string TestTalent(string talent, int erschwernis = 0);
+
+ string TestEigenschaft(string eigenschaft, int erschwernis = 0);
+
+ string Angriff(string talent, int erschwernis = 0);
+
+ string Parade(string talent, int erschwernis = 0);
+
+ string Fernkampf(string talent, int erschwernis = 0);
+
+ string TestZauber(string waffe, int erschwernis);
+ }
+}
diff --git a/DiscoBot/DSA_Game/Characters/NPC.cs b/DiscoBot/DSA_Game/Characters/NPC.cs
new file mode 100644
index 0000000..dce4381
--- /dev/null
+++ b/DiscoBot/DSA_Game/Characters/NPC.cs
@@ -0,0 +1,115 @@
+namespace DiscoBot.Characters
+{
+ using System;
+
+ using DiscoBot.Auxiliary;
+ using DiscoBot.DSA_Game.Characters;
+
+ public class Npc : 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 Name { get; set; }
+
+ public int Lebenspunkte { get; set; }
+
+ 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);
+ }
+ }
+}