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-rw-r--r--dsa/DSALib/DSA_Game/Characters/Character.cs58
-rw-r--r--dsa/DSALib/DSA_Game/Characters/NPC.cs31
-rw-r--r--dsa/DSALib/DSA_Game/Characters/SaveChar.cs18
3 files changed, 36 insertions, 71 deletions
diff --git a/dsa/DSALib/DSA_Game/Characters/Character.cs b/dsa/DSALib/DSA_Game/Characters/Character.cs
index aea5671..3e4022e 100644
--- a/dsa/DSALib/DSA_Game/Characters/Character.cs
+++ b/dsa/DSALib/DSA_Game/Characters/Character.cs
@@ -9,12 +9,9 @@ using DSALib.Auxiliary;
using DSALib.Characters;
using DSALib.Models.Dsa;
-namespace DSALib.DSA_Game.Characters
-{
- public class Character : Being, ICharacter
- {
- public Character()
- {
+namespace DSALib.DSA_Game.Characters {
+ public class Character : Being, ICharacter {
+ public Character() {
PropTable.Add("MU", "Mut"); // routing
PropTable.Add("KL", "Klugheit");
PropTable.Add("IN", "Intuition");
@@ -25,20 +22,17 @@ namespace DSALib.DSA_Game.Characters
PropTable.Add("KK", "Körperkraft");
}
- public Character(string path) : this()
- {
+ public Character(string path) : this() {
Load(new MemoryStream(File.ReadAllBytes(path))); // load
Post_process(); // calculate derived values
}
- public Character(MemoryStream stream) : this()
- {
+ public Character(MemoryStream stream) : this() {
Load(stream); // load
Post_process(); // calculate derived values
}
- public Character(Character c, string name, int stDv = 2) : this()
- {
+ public Character(Character c, string name, int stDv = 2) : this() {
Name = name;
foreach (var i in c.Eigenschaften)
Eigenschaften.Add(i.Key, i.Value + (int) Math.Round(RandomMisc.Random(stDv)));
@@ -82,8 +76,7 @@ namespace DSALib.DSA_Game.Characters
return Zauber.ProbenTest(this, zauber, erschwernis);
}
- public string TestEigenschaft(string eigenschaft, int erschwernis = 0)
- {
+ public string TestEigenschaft(string eigenschaft, int erschwernis = 0) {
var output = new StringBuilder();
var prop = PropTable[eigenschaft.ToUpper()];
var tap = Eigenschaften[prop];
@@ -115,11 +108,10 @@ namespace DSALib.DSA_Game.Characters
return output.ToString();
}
- public string Parade(string talent, int erschwernis = 0)
- {
+ public string Parade(string talent, int erschwernis = 0) {
var output = new StringBuilder();
- if (Kampftalente.TryMatch(out var iAttack , talent))
+ if (Kampftalente.TryMatch(out var iAttack, talent))
return $"{Name} kann nicht mit der Waffenart {talent} umgehen...";
@@ -136,11 +128,10 @@ namespace DSALib.DSA_Game.Characters
return output.ToString();
}
- public string Fernkampf(string talent, int erschwernis = 0)
- {
+ public string Fernkampf(string talent, int erschwernis = 0) {
var output = new StringBuilder();
var fk = Eigenschaften["fk"];
- if (! Talente.TryMatch(out var iAttack, talent))
+ if (!Talente.TryMatch(out var iAttack, talent))
return $"{Name} kann nicht mit der Waffenart {talent} umgehen...";
var attack = (Talent) iAttack;
@@ -157,8 +148,7 @@ namespace DSALib.DSA_Game.Characters
return output.ToString();
}
- private void Post_process()
- {
+ private void Post_process() {
var LE_Wert = Eigenschaften["Lebensenergie"];
var AE_Wert = Eigenschaften.First(s => s.Key.Contains("Astralenergie")).Value;
@@ -184,16 +174,13 @@ namespace DSALib.DSA_Game.Characters
}
- private void Load(MemoryStream stream)
- {
+ private void Load(MemoryStream stream) {
var reader = new XmlTextReader(stream);
- while (reader.Read())
- {
+ while (reader.Read()) {
// read until he hits keywords
if (reader.NodeType != XmlNodeType.Element) continue;
- switch (reader.Name)
- {
+ switch (reader.Name) {
case "Wesen":
reader.Skip();
break;
@@ -208,17 +195,14 @@ namespace DSALib.DSA_Game.Characters
break;
case "vt":
reader.Read();
- while (reader.Name.Equals("vorteil"))
- {
- try
- {
+ while (reader.Name.Equals("vorteil")) {
+ try {
Vorteile.Add(new Vorteil(
reader.GetAttribute("name"),
// Convert.ToInt32(reader.GetAttribute("value"))));
reader.GetAttribute("value")));
}
- catch
- {
+ catch {
Vorteile.Add(new Vorteil(reader.GetAttribute("name")));
}
@@ -228,8 +212,7 @@ namespace DSALib.DSA_Game.Characters
break;
case "talentliste":
reader.Read();
- while (reader.Name.Equals("talent"))
- {
+ while (reader.Name.Equals("talent")) {
Talente.Add(
new Talent(
reader.GetAttribute("name"),
@@ -241,8 +224,7 @@ namespace DSALib.DSA_Game.Characters
break;
case "zauberliste":
reader.Read();
- while (reader.Name.Equals("zauber"))
- {
+ while (reader.Name.Equals("zauber")) {
Zauber.Add(
new Zauber(
reader.GetAttribute("name"),
diff --git a/dsa/DSALib/DSA_Game/Characters/NPC.cs b/dsa/DSALib/DSA_Game/Characters/NPC.cs
index 105adda..6bcde0c 100644
--- a/dsa/DSALib/DSA_Game/Characters/NPC.cs
+++ b/dsa/DSALib/DSA_Game/Characters/NPC.cs
@@ -1,24 +1,18 @@
using System;
using DSALib.Auxiliary;
-using DSALib.Characters;
-namespace DSALib.Characters
-{
- public class Npc : Being, ICharacter
- {
+namespace DSALib.Characters {
+ public class Npc : Being, ICharacter {
private readonly int mean, stDv;
- public Npc(string name, int mean, int stDv)
- {
+ public Npc(string name, int mean, int stDv) {
this.mean = mean;
this.stDv = stDv;
Name = name;
}
- public string TestTalent(string talent, int tap = 3)
- {
- for (var i = 0; i <= 2; i++)
- {
+ public string TestTalent(string talent, int tap = 3) {
+ for (var i = 0; i <= 2; i++) {
// foreach property, dice and tap
var temp = Dice.Roll();
var eigenschaft = (int) Math.Round(RandomMisc.Random(stDv, mean));
@@ -32,8 +26,7 @@ namespace DSALib.Characters
return $"{Name} scheitert an {talent}";
}
- public string TestEigenschaft(string eigenschaft, int erschwernis = 0)
- {
+ public string TestEigenschaft(string eigenschaft, int erschwernis = 0) {
var temp = Dice.Roll();
var prop = (int) Math.Round(RandomMisc.Random(stDv, stDv));
@@ -42,8 +35,7 @@ namespace DSALib.Characters
return $"{Name} scheitert an {eigenschaft}";
}
- public string Angriff(string waffe, int erschwernis = 0)
- {
+ public string Angriff(string waffe, int erschwernis = 0) {
var temp = Dice.Roll();
if (temp == 1) return $"{Name} greift kritisch mit {waffe} an";
@@ -53,8 +45,7 @@ namespace DSALib.Characters
return $"{Name} haut mit {waffe} daneben";
}
- public string Parade(string waffe, int erschwernis = 0)
- {
+ public string Parade(string waffe, int erschwernis = 0) {
var temp = Dice.Roll();
if (temp == 1) return $"{Name} pariert mit {waffe} meisterlich";
@@ -64,8 +55,7 @@ namespace DSALib.Characters
return $"{Name} schafft es nicht mit {waffe} zu parieren";
}
- public string Fernkampf(string waffe, int erschwernis = 0)
- {
+ public string Fernkampf(string waffe, int erschwernis = 0) {
var temp = Dice.Roll();
if (temp == 1) return $"{Name} trifft kritisch mit {waffe}";
@@ -75,8 +65,7 @@ namespace DSALib.Characters
return $"{Name} schießt mit {waffe} daneben";
}
- public string TestZauber(string zauber, int erschwernis)
- {
+ public string TestZauber(string zauber, int erschwernis) {
return TestTalent(zauber, erschwernis);
}
}
diff --git a/dsa/DSALib/DSA_Game/Characters/SaveChar.cs b/dsa/DSALib/DSA_Game/Characters/SaveChar.cs
index 00e2f86..b3c4fcd 100644
--- a/dsa/DSALib/DSA_Game/Characters/SaveChar.cs
+++ b/dsa/DSALib/DSA_Game/Characters/SaveChar.cs
@@ -1,9 +1,7 @@
using DSALib.Characters;
-namespace DSALib.DSA_Game.Characters
-{
- public class SaveChar
- {
+namespace DSALib.DSA_Game.Characters {
+ public class SaveChar {
public string Name { get; set; }
public int Lebenspunkte_Aktuell { get; set; }
@@ -12,10 +10,8 @@ namespace DSALib.DSA_Game.Characters
public int Astralpunkte_Aktuell { get; set; }
- public static SaveChar FromICharacter(ICharacter c)
- {
- return new SaveChar
- {
+ public static SaveChar FromICharacter(ICharacter c) {
+ return new SaveChar {
Astralpunkte_Aktuell = c.Astralpunkte_Aktuell,
Ausdauer_Aktuell = c.Ausdauer_Aktuell,
Lebenspunkte_Aktuell = c.Lebenspunkte_Aktuell,
@@ -25,10 +21,8 @@ namespace DSALib.DSA_Game.Characters
}
- public static class ICharExtension
- {
- public static void Update(this ICharacter c, SaveChar s)
- {
+ public static class ICharExtension {
+ public static void Update(this ICharacter c, SaveChar s) {
c.Astralpunkte_Aktuell = s.Astralpunkte_Aktuell;
c.Ausdauer_Aktuell = s.Ausdauer_Aktuell;
c.Lebenspunkte_Aktuell = s.Lebenspunkte_Aktuell;