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; using DiscoBot.Audio; using DiscoBot.Auxiliary; 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) { try { SoundEffects.Play("Wrong"); } catch { } 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) { try { SoundEffects.Play("Wrong"); } catch { } 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) { try { SoundEffects.Play("Wrong"); } catch { } 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; } } } } }