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-rw-r--r--DiscoBot/Characters/Character.cs332
-rw-r--r--DiscoBot/Characters/ICharacter.cs25
-rw-r--r--DiscoBot/Characters/NPC.cs109
3 files changed, 0 insertions, 466 deletions
diff --git a/DiscoBot/Characters/Character.cs b/DiscoBot/Characters/Character.cs
deleted file mode 100644
index 86e8b3a..0000000
--- a/DiscoBot/Characters/Character.cs
+++ /dev/null
@@ -1,332 +0,0 @@
-namespace DiscoBot.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.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 and spells)
-
- 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
- {
- var output = new StringBuilder();
- var sc = new SpellCorrect();
- var tTalent = this.Talente.OrderBy(x => sc.Compare(talent, x.Name)).First();
-
- if (sc.Compare(talent, tTalent.Name) > SpellCorrect.ErrorThreshold)
- {
- SoundEffects.Play(Sound.Wrong).Wait();
- return $"{this.Name} kann nicht {talent}...";
- }
-
- var props = tTalent.GetEigenschaften(); // get the required properties
- int tap = tTalent.Value; // get taw
- var werte = props.Select(p => this.Eigenschaften[this.PropTable[p]]).ToList();
-
- output.AppendFormat(
- "{0} würfelt: {1} \n{2} - {3} taw:{4} {5} \n",
- this.Name,
- tTalent.Name,
- tTalent.Probe,
- string.Join("/", werte),
- tTalent.Value,
- erschwernis.Equals(0) ? string.Empty : "Erschwernis: " + erschwernis);
-
- output.Append(" ");
- tap -= erschwernis;
- int gesamtErschwernis = tap;
- if (gesamtErschwernis < 0)
- {
- tap = 0;
- for (int i = 0; i <= 2; i++)
- {
- // foreach property, dice and tap
- int temp = Dice.Roll();
- int eigenschaft = this.Eigenschaften[this.PropTable[props[i]]];
-
- if (eigenschaft + gesamtErschwernis < temp)
- {
- tap -= temp - (eigenschaft + gesamtErschwernis);
- }
-
- output.Append($"[{temp}]"); // add to string
- }
-
- if (tap >= 0)
- {
- tap = 1;
- }
- }
- else
- {
- for (int i = 0; i <= 2; i++)
- {
- // foreach property, dice and tap
- int temp = Dice.Roll();
- int eigenschaft = this.Eigenschaften[this.PropTable[props[i]]];
-
- if (eigenschaft < temp)
- {
- tap -= temp - eigenschaft;
- }
-
- output.Append($"[{temp}]"); // add to string
- }
- }
-
- tap = (tap == 0) ? 1 : tap;
-
- if (tap < 0)
- {
- //SoundEffects.Play(Sound.Wrong).Wait();
- }
-
- output.AppendFormat(" tap: {0,2}", tap);
-
- return output.ToString(); // return output
-
- }
-
- public string TestEigenschaft(string eigenschaft, int erschwernis = 0)
- {
- var output = new StringBuilder();
- var prop = this.PropTable[eigenschaft.ToUpper()];
- int tap = this.Eigenschaften[prop];
- output.AppendFormat(
- "{0}-Eigenschaftsprobe ew:{1} {2} \n",
- prop,
- tap,
- erschwernis.Equals(0) ? string.Empty : "Erschwernis: " + erschwernis);
- int roll = Dice.Roll();
- output.Append($"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.Talente.Add(
- new Talent(
- reader.GetAttribute("name"),
- reader.GetAttribute("probe")?.Remove(0, 2).Trim(')'),
- Convert.ToInt32(reader.GetAttribute("value"))));
- 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/Characters/ICharacter.cs b/DiscoBot/Characters/ICharacter.cs
deleted file mode 100644
index e8bc653..0000000
--- a/DiscoBot/Characters/ICharacter.cs
+++ /dev/null
@@ -1,25 +0,0 @@
-namespace DiscoBot.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);
- }
-}
diff --git a/DiscoBot/Characters/NPC.cs b/DiscoBot/Characters/NPC.cs
deleted file mode 100644
index 341f775..0000000
--- a/DiscoBot/Characters/NPC.cs
+++ /dev/null
@@ -1,109 +0,0 @@
-namespace DiscoBot.Characters
-{
- using System;
-
- using DiscoBot.Auxiliary;
-
- 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";
- }
- }
-}