using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Xml; namespace DiscoBot { public class Char { public string name; //charname public Dictionary eigenschaften = new Dictionary(); //char porperties public List talente = new List(); //ist of talent objects (talents and spells) public List kampftalente = new List(); //list of combat objects public Dictionary Proptable = new Dictionary(); //KK -> Körperkraft public Char(String path ) { Load(path); //load } private void Load(string path) { XmlTextReader reader = new XmlTextReader(path); while (reader.Read()) //read until he hits keywords { if (reader.NodeType == XmlNodeType.Element) switch (reader.Name) { case "held": name = reader.GetAttribute("name"); //name break; case "eigenschaft": eigenschaften.Add(reader.GetAttribute("name"), Convert.ToInt32(reader.GetAttribute("value")) + Convert.ToInt32(reader.GetAttribute("mod"))); break; case "talentliste": reader.Read(); while (reader.Name.Equals("talent")) { 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")); kampftalente.Add(new Kampf(atname, at, pa)); break; } } Proptable.Add("MU", "Mut"); //routing Proptable.Add("KL", "Klugheit"); Proptable.Add("IN", "Intuition"); Proptable.Add("CH", "Charisma"); Proptable.Add("FF", "Fingerfertigkeit"); Proptable.Add("GE", "Gewandtheit"); Proptable.Add("KO", "Konstitution"); Proptable.Add("KK", "Körperkraft"); } public string TestTalent(string talent) //Talentprobe { var output = new StringBuilder(); var ttalent = talente.Find(v => v.name.Equals(talent)); //find the talent var props = ttalent.Test(); //get the required properties int tap = ttalent.value; //get tap for (int i = 0; i <= 2; i++) //foreach property, dice and tap { int temp = dice.Rolld20(); int eigenschaft = eigenschaften[Proptable[props[i]]]; if (eigenschaft < temp) tap -= temp - eigenschaft; output.Append(temp + " "); //add to string } output.Append("tap: " + tap); return output.ToString(); //return output } public string Angriff(string talent) //prety self explanetory { var attack = kampftalente.Find(x => x.name.Equals(talent)); int tap = attack.at/*+eigenschaften["at"]*/; int temp = dice.Rolld20(); tap -= temp; return temp + " " + tap; } public string Parade(string talent) { var attack = kampftalente.Find(x => x.name.Equals(talent)); int tap = attack.pa /*+ eigenschaften["pa"]*/; int temp = dice.Rolld20(); tap -= temp; return temp + " " + tap; } public string Fernkampf(string talent,int erschwernis=0) { var attack = talente.Find(v => v.name.Equals(talent)); int tap = attack.value + eigenschaften["fk"]-erschwernis; int temp = dice.Rolld20(); tap -= -temp; return temp + " " + tap; } } public class Talent //talent objekt { public string name, probe; public int value; public Talent(string name, string probe, int value) { this.name = name; this.probe = probe; this.value = value; } public string[] Test() //turn XX/XX/XX into string[]{XX,XX,XX} { var temp = probe.Split('/'); foreach (string s in temp) s.Replace("/", ""); return temp; } } public class Kampf { public string name; public int at, pa; public Kampf(string name, int at, int pa) { this.name = name; this.at = at; this.pa = pa; } void Test() { } } public static class dice//roll it! { static System.Random rnd = new System.Random(); public static int Rolld20() { return rnd.Next(1, 21); } } }