From b411aa2128c2724bec0ecedb8cb4e1ffa59f3b53 Mon Sep 17 00:00:00 2001 From: TrueDoctor Date: Wed, 26 Sep 2018 20:51:37 +0200 Subject: disconnected most vital calles from the Discord Bot --- DSACore/DSA_Game/Characters/Character.cs | 286 +++++++++++++++++++++++++++++++ DSACore/DSA_Game/Characters/NPC.cs | 114 ++++++++++++ DSACore/DSA_Game/Characters/SaveChar.cs | 44 +++++ 3 files changed, 444 insertions(+) create mode 100644 DSACore/DSA_Game/Characters/Character.cs create mode 100644 DSACore/DSA_Game/Characters/NPC.cs create mode 100644 DSACore/DSA_Game/Characters/SaveChar.cs (limited to 'DSACore/DSA_Game/Characters') diff --git a/DSACore/DSA_Game/Characters/Character.cs b/DSACore/DSA_Game/Characters/Character.cs new file mode 100644 index 0000000..1236b12 --- /dev/null +++ b/DSACore/DSA_Game/Characters/Character.cs @@ -0,0 +1,286 @@ +using DSACore.Auxiliary; +using DSALib; +using DSALib.Characters; + +namespace DiscoBot.DSA_Game.Characters +{ + using System; + using System.Collections.Generic; + using System.Linq; + using System.Text; + using System.Xml; + + + public class Character : Being, 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 Dictionary Eigenschaften { get; set; } = new Dictionary(); // char properties + + public List Talente { get; set; } = new List(); // list of talent objects (talents) + + public List Zauber { get; set; } = new List(); // list of spell objects + + public List Kampftalente { get; set; } = new List(); // list of combat objects + + public List Vorteile { get; set; } = new List(); + + public Dictionary PropTable { get; set; } = new Dictionary(); // -> 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) + { + 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) + { + 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) + { + 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["Lebensenergie"]; + var AE_Wert = this.Eigenschaften.First(s => s.Key.Contains("Astralenergie")).Value; + + //var KL_Wert = this.Eigenschaften.First(s => s.Key.Contains("Klugheit")).Value; + var MU_Wert = this.Eigenschaften.First(s => s.Key.Contains("Mut")).Value; + var IN_Wert = this.Eigenschaften.First(s => s.Key.Contains("Intuition")).Value; + var CH_Wert = this.Eigenschaften.First(s => s.Key.Contains("Charisma")).Value; + var KK_Wert = this.Eigenschaften["Körperkraft"]; + var KO__Wert = this.Eigenschaften["Konstitution"]; + + this.Astralpunkte_Basis = 0; + + this.Ausdauer_Basis = 0; + + this.Lebenspunkte_Basis = LE_Wert + (int)(KO__Wert + (KK_Wert / 2.0) + 0.5); + + if (this.Vorteile.Exists(x => x.Name.ToLower().Contains("zauberer"))) + { + this.Astralpunkte_Basis = AE_Wert + (int)((MU_Wert + IN_Wert + CH_Wert) / 2.0 + 0.5); + } + + this.Lebenspunkte_Aktuell = this.Lebenspunkte_Basis; + this.Astralpunkte_Aktuell = this.Astralpunkte_Basis; + this.Ausdauer_Aktuell = this.Ausdauer_Basis; + + } + + + 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; + } + } + } + } +} \ No newline at end of file diff --git a/DSACore/DSA_Game/Characters/NPC.cs b/DSACore/DSA_Game/Characters/NPC.cs new file mode 100644 index 0000000..ec8adfc --- /dev/null +++ b/DSACore/DSA_Game/Characters/NPC.cs @@ -0,0 +1,114 @@ +using DSACore.Auxiliary; +using DSALib.Characters; + +namespace DiscoBot.Characters +{ + using System; + + using DiscoBot.Auxiliary; + using DiscoBot.DSA_Game.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); + } + } +} diff --git a/DSACore/DSA_Game/Characters/SaveChar.cs b/DSACore/DSA_Game/Characters/SaveChar.cs new file mode 100644 index 0000000..50cb91c --- /dev/null +++ b/DSACore/DSA_Game/Characters/SaveChar.cs @@ -0,0 +1,44 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; +using DSALib.Characters; + +namespace DiscoBot.DSA_Game.Characters +{ + + public class SaveChar + { + public string Name { get; set; } + + public int Lebenspunkte_Aktuell { get; set; } + + public int Ausdauer_Aktuell { get; set; } + + public int Astralpunkte_Aktuell { get; set; } + + public static SaveChar FromICharacter(ICharacter c) + { + return new SaveChar + { + Astralpunkte_Aktuell = c.Astralpunkte_Aktuell, + Ausdauer_Aktuell = c.Ausdauer_Aktuell, + Lebenspunkte_Aktuell = c.Lebenspunkte_Aktuell, + Name = c.Name + }; + } + } + + + 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; + c.Name = s.Name; + } + } +} -- cgit v1.2.3-54-g00ecf