From d63ffc58db0f032cf7573b2a8a7720de2d5050ab Mon Sep 17 00:00:00 2001 From: TrueDoctor Date: Sun, 3 Jun 2018 23:16:17 +0200 Subject: -General restructuring -seperated talents and spells --- DiscoBot/DSA_Game/Characters/Character.cs | 271 +++++++++++++++++++++++++++++ DiscoBot/DSA_Game/Characters/ICharacter.cs | 27 +++ DiscoBot/DSA_Game/Characters/NPC.cs | 115 ++++++++++++ DiscoBot/DSA_Game/Dsa.cs | 51 ++++++ DiscoBot/DSA_Game/KampfTalent.cs | 18 ++ DiscoBot/DSA_Game/Talent.cs | 39 +++++ DiscoBot/DSA_Game/Vorteil.cs | 18 ++ DiscoBot/DSA_Game/Zauber.cs | 22 +++ 8 files changed, 561 insertions(+) create mode 100644 DiscoBot/DSA_Game/Characters/Character.cs create mode 100644 DiscoBot/DSA_Game/Characters/ICharacter.cs create mode 100644 DiscoBot/DSA_Game/Characters/NPC.cs create mode 100644 DiscoBot/DSA_Game/Dsa.cs create mode 100644 DiscoBot/DSA_Game/KampfTalent.cs create mode 100644 DiscoBot/DSA_Game/Talent.cs create mode 100644 DiscoBot/DSA_Game/Vorteil.cs create mode 100644 DiscoBot/DSA_Game/Zauber.cs (limited to 'DiscoBot/DSA_Game') 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 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) + { + 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); + } + } +} diff --git a/DiscoBot/DSA_Game/Dsa.cs b/DiscoBot/DSA_Game/Dsa.cs new file mode 100644 index 0000000..1bdabb3 --- /dev/null +++ b/DiscoBot/DSA_Game/Dsa.cs @@ -0,0 +1,51 @@ +namespace DiscoBot.DSA_Game +{ + using System.Collections.Generic; + using System.IO; + using System.Linq; + + using DiscoBot.Audio; + using DiscoBot.Auxiliary; + using DiscoBot.DSA_Game.Characters; + + using Discord.Commands; + + public static class Dsa + { + public static ICommandContext GeneralContext { get; set; } + + public static AudioService Service { get; set; } + + public static Dictionary Relation { get; set; } = new Dictionary(); // dictionary to match the char + + public static List Chars { get; set; } = new List(); // list of all characters + + public static List Talente { get; set; } = new List(); + + public static void Startup() + { + Relation.Add("The Doctor", "Numeri Illuminus"); // Relation + Relation.Add("Tardis", "Helga von Drachenei, Tausendsasserin"); // "Numeri Illuminus"); + Relation.Add("DSA Bot", "Morla"); // "Felis Exodus Schattenwald"); + Relation.Add("Morla", "Morla"); + Relation.Add("Rhoktar", "Rhoktar4"); + Relation.Add("MagicBro5", "Krenko"); + Relation.Add("Nicolas", "Hartmut Reiher"); + Relation.Add("TrueKuehli", "Ledur Torfinson"); + + // relation.Add("Papo","Gwendelson"); + Relation.Add("Papo", "Pump aus der Gosse"); + Relation.Add("Potus", "Potus"); + + // relation.Add("Papo", "Pump aus der Gosse"); + foreach (var filename in Directory.GetFiles("helden", "*.xml")) + { + Chars.Add(new Character(filename)); + (Chars.Last() as Character)?.Talente.Select(x => new Talent(x.Name, x.Probe, 0)) + .Where(c => !Talente.Exists(v => v.Name.Equals(c.Name))).ToList().ForEach(v => Talente.Add(v)); + } + + Talente = Talente.OrderBy(x => x.Name).ToList(); + } + } +} \ No newline at end of file diff --git a/DiscoBot/DSA_Game/KampfTalent.cs b/DiscoBot/DSA_Game/KampfTalent.cs new file mode 100644 index 0000000..79703d5 --- /dev/null +++ b/DiscoBot/DSA_Game/KampfTalent.cs @@ -0,0 +1,18 @@ +namespace DiscoBot.DSA_Game +{ + public class KampfTalent + { + public KampfTalent(string name, int at, int pa) + { + this.Name = name; + this.At = at; + this.Pa = pa; + } + + public string Name { get; set; } + + public int At { get; set; } + + public int Pa { get; set; } + } +} diff --git a/DiscoBot/DSA_Game/Talent.cs b/DiscoBot/DSA_Game/Talent.cs new file mode 100644 index 0000000..fe097fa --- /dev/null +++ b/DiscoBot/DSA_Game/Talent.cs @@ -0,0 +1,39 @@ +namespace DiscoBot.DSA_Game +{ + using System; + + using DiscoBot.Auxiliary; + + public class Talent // talent objekt + { + public Talent(string name, string probe, int value) + { + this.Name = name; + this.Probe = probe; + this.Value = value; + } + + public string Name { get; set; } + + public string Probe { get; set; } + + public int Value { get; set; } + + public string[] GetEigenschaften() // turn XX/XX/XX into string[]{XX,XX,XX} + { + var temp = this.Probe.Split('/'); + for (var index = 0; index < temp.Length; index++) + { + temp[index] = temp[index].Replace("/", string.Empty); + } + + return temp; + } + + public int CheckName(string quarry) + { + var sc = (StringComparer)new SpellCorrect(); + return sc.Compare(quarry, this.Name); + } + } +} diff --git a/DiscoBot/DSA_Game/Vorteil.cs b/DiscoBot/DSA_Game/Vorteil.cs new file mode 100644 index 0000000..493c4d1 --- /dev/null +++ b/DiscoBot/DSA_Game/Vorteil.cs @@ -0,0 +1,18 @@ +namespace DiscoBot.DSA_Game +{ + public class Vorteil // talent objekt + { + public Vorteil(string name, string value = "") + { + this.Name = name; + this.Value = value; + // this.Choice = choice; + } + + public string Name { get; set; } + + public string Value { get; set; } + + //public string Choice { get; set; } + } +} diff --git a/DiscoBot/DSA_Game/Zauber.cs b/DiscoBot/DSA_Game/Zauber.cs new file mode 100644 index 0000000..bf49a2e --- /dev/null +++ b/DiscoBot/DSA_Game/Zauber.cs @@ -0,0 +1,22 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using System.Threading.Tasks; + +namespace DiscoBot.DSA_Game +{ + public class Zauber : Talent + { + public Zauber(string name, string probe, int value, char complexity = 'A', string representation = "Magier") + : base(name, probe, value) + { + this.Complexity = complexity; + this.Representation = this.Representation; + } + + public char Complexity { get; } + + public string Representation { get; } + } +} -- cgit v1.2.3-54-g00ecf From 7f55f6f289b5ab5b7fd4ac42b472b51a9a0e679e Mon Sep 17 00:00:00 2001 From: TrueDoctor Date: Mon, 4 Jun 2018 22:56:44 +0200 Subject: implemented Astralpunkte + some cleanup --- DiscoBot/Commands/FileHandler.cs | 3 +-- DiscoBot/Commands/Gm.cs | 1 - DiscoBot/Commands/ProbenTest.cs | 2 +- DiscoBot/DSA_Game/Characters/Character.cs | 10 +++++++--- DiscoBot/DSA_Game/Characters/ICharacter.cs | 2 +- DiscoBot/DSA_Game/Characters/NPC.cs | 2 ++ 6 files changed, 12 insertions(+), 8 deletions(-) (limited to 'DiscoBot/DSA_Game') diff --git a/DiscoBot/Commands/FileHandler.cs b/DiscoBot/Commands/FileHandler.cs index 1a82a9c..7885aa9 100644 --- a/DiscoBot/Commands/FileHandler.cs +++ b/DiscoBot/Commands/FileHandler.cs @@ -3,8 +3,7 @@ using System; using System.Linq; using System.Net; - - using DiscoBot.Auxiliary; + using DiscoBot.DSA_Game; using DiscoBot.DSA_Game.Characters; diff --git a/DiscoBot/Commands/Gm.cs b/DiscoBot/Commands/Gm.cs index b92b5b8..2698926 100644 --- a/DiscoBot/Commands/Gm.cs +++ b/DiscoBot/Commands/Gm.cs @@ -7,7 +7,6 @@ using DiscoBot.DSA_Game; using Discord.Commands; - using Discord.WebSocket; public class Gm : ModuleBase { diff --git a/DiscoBot/Commands/ProbenTest.cs b/DiscoBot/Commands/ProbenTest.cs index ae98ec2..1d8f8b0 100644 --- a/DiscoBot/Commands/ProbenTest.cs +++ b/DiscoBot/Commands/ProbenTest.cs @@ -9,7 +9,7 @@ public class ProbenTest : ModuleBase { [Command("t"), Summary("Würfelt ein Talent-/Zauberprobe")] - [Alias("T", "Talent", "talent", "zauber", "z", "versuche")] + [Alias("T", "Talent", "talent", "versuche")] public Task TalentAsync([Summary("Talent oder Zaubername")] string talent, int erschwernis = 0) { string res; diff --git a/DiscoBot/DSA_Game/Characters/Character.cs b/DiscoBot/DSA_Game/Characters/Character.cs index 01b7eeb..2f994f0 100644 --- a/DiscoBot/DSA_Game/Characters/Character.cs +++ b/DiscoBot/DSA_Game/Characters/Character.cs @@ -65,6 +65,8 @@ public int Lebenspunkte { get; set; } + public int Astralpunkte { get; set; } + public Dictionary Eigenschaften { get; set; } = new Dictionary(); // char properties public List Talente { get; set; } = new List(); // list of talent objects (talents) @@ -176,11 +178,13 @@ 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; + var LE_Wert = this.Eigenschaften["Lebensenergie"]; + var KK_Wert = this.Eigenschaften["Körperkraft"]; + var KO__Wert = this.Eigenschaften["Konstitution"]; this.Lebenspunkte = LE_Wert + (int)(KO__Wert + (KK_Wert/2.0) + 0.5); + + // ToDo: Astralpunkte berrechnen } diff --git a/DiscoBot/DSA_Game/Characters/ICharacter.cs b/DiscoBot/DSA_Game/Characters/ICharacter.cs index 91eee2d..1dae15d 100644 --- a/DiscoBot/DSA_Game/Characters/ICharacter.cs +++ b/DiscoBot/DSA_Game/Characters/ICharacter.cs @@ -8,7 +8,7 @@ //int Ausdauer { get; set; } - //int Astralpunkte { get; set; } + int Astralpunkte { get; set; } //int Karmapunkte { get; set; } diff --git a/DiscoBot/DSA_Game/Characters/NPC.cs b/DiscoBot/DSA_Game/Characters/NPC.cs index dce4381..45ff6b0 100644 --- a/DiscoBot/DSA_Game/Characters/NPC.cs +++ b/DiscoBot/DSA_Game/Characters/NPC.cs @@ -20,6 +20,8 @@ public int Lebenspunkte { get; set; } + public int Astralpunkte { get; set; } + public string TestTalent(string talent, int tap = 3) { for (int i = 0; i <= 2; i++) -- cgit v1.2.3-54-g00ecf