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path: root/dsa/DSALib/Auxiliary/TalentEnumerableExtension.cs
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using System.Collections.Generic;
using System.Linq;
using System.Text;
using DSACore.Auxiliary;
using DSALib.DSA_Game.Characters;
using DSALib.Models.Dsa;

namespace DSALib.Auxiliary {
    public static class TalentEnumerableExtension {
        public static string ProbenTest(this IEnumerable<Talent> List, Character c, string talentName,
            int erschwernis = 0) {
            var output = new StringBuilder();
            var sc = new SpellCorrect();

            if (!List.TryMatch(out var iTalent, talentName))
                return $"{c.Name} kann nicht {talentName}...";

            var talent = (Talent) iTalent;
            var props = talent.GetEigenschaften(); // get the required properties
            var tap = talent.Value; // get taw
            var werte = props.Select(p => c.Eigenschaften[c.PropTable[p]]).ToArray();

            output.AppendFormat(
                "{0} würfelt: {1} \n{2} - {3}   taw:{4} {5} \n",
                c.Name,
                talent.Name,
                talent.Probe,
                string.Join("/", werte),
                talent.Value,
                erschwernis.Equals(0) ? string.Empty : "Erschwernis: " + erschwernis);

            output.Append("         ");
            tap -= erschwernis;
            var gesamtErschwernis = tap;
            if (gesamtErschwernis < 0) {
                tap = 0;
                for (var i = 0; i <= 2; i++) {
                    // foreach property, dice and tap 
                    var temp = Dice.Roll();
                    var eigenschaft = c.Eigenschaften[c.PropTable[props[i]]];

                    if (eigenschaft + gesamtErschwernis < temp) tap -= temp - (eigenschaft + gesamtErschwernis);

                    output.Append($"[{temp}]"); // add to string
                }

                if (tap >= 0) tap = 1;
            }
            else {
                for (var i = 0; i <= 2; i++) {
                    // foreach property, dice and tap 
                    var temp = Dice.Roll();
                    var eigenschaft = c.Eigenschaften[c.PropTable[props[i]]];

                    if (eigenschaft < temp) tap -= temp - eigenschaft;

                    output.Append($"[{temp}]"); // add to string
                }
            }

            tap = tap == 0 ? 1 : tap;

            output.AppendFormat(" tap: {0,2}", tap);

            return output.ToString(); // return output
        }
    }
}