diff options
Diffstat (limited to 'DiscoBot/Characters')
-rw-r--r-- | DiscoBot/Characters/Character.cs | 332 | ||||
-rw-r--r-- | DiscoBot/Characters/ICharacter.cs | 25 | ||||
-rw-r--r-- | DiscoBot/Characters/NPC.cs | 109 |
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"; - } - } -} |