public Item GenerateAtPower(string power)
        {
            var tableName    = string.Format(TableNameConstants.Percentiles.Formattable.POWERITEMTYPEs, power, ItemTypeConstants.Armor);
            var result       = typeAndAmountPercentileSelector.SelectFrom(tableName);
            var abilityCount = 0;

            while (result.Type == "SpecialAbility")
            {
                abilityCount += result.Amount;
                result        = typeAndAmountPercentileSelector.SelectFrom(tableName);
            }

            if (result.Amount == 0)
            {
                return(specificGearGenerator.GenerateFrom(power, result.Type));
            }

            var armor = new Item();

            armor.ItemType    = ItemTypeConstants.Armor;
            armor.Magic.Bonus = result.Amount;

            tableName  = string.Format(TableNameConstants.Percentiles.Formattable.ARMORTYPETypes, result.Type);
            armor.Name = percentileSelector.SelectFrom(tableName);

            tableName                    = string.Format(TableNameConstants.Collections.Formattable.ITEMTYPEAttributes, armor.ItemType);
            armor.Attributes             = collectionsSelector.SelectFrom(tableName, armor.Name);
            armor.Magic.SpecialAbilities = specialAbilitiesSelector.GenerateFor(armor.ItemType, armor.Attributes, power, armor.Magic.Bonus, abilityCount);

            return(armor);
        }
Beispiel #2
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        public IEnumerable <Good> GenerateAtLevel(int level)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.LevelXGoods, level);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);

            if (string.IsNullOrEmpty(result.Type))
            {
                return(Enumerable.Empty <Good>());
            }

            var goods                = new List <Good>();
            var valueTableName       = string.Format(TableNameConstants.Percentiles.Formattable.GOODTYPEValues, result.Type);
            var descriptionTableName = string.Format(TableNameConstants.Collections.Formattable.GOODTYPEDescriptions, result.Type);

            while (result.Amount-- > 0)
            {
                var valueResult      = typeAndAmountPercentileSelector.SelectFrom(valueTableName);
                var descriptions     = attributesSelector.SelectFrom(descriptionTableName, valueResult.Type);
                var descriptionIndex = dice.Roll().d(descriptions.Count()).AsSum() - 1;

                var good = new Good();
                good.Description = descriptions.ElementAt(descriptionIndex);
                good.ValueInGold = valueResult.Amount;

                goods.Add(good);
            }

            return(goods);
        }
Beispiel #3
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        public IEnumerable <Good> GenerateAtLevel(int level)
        {
            if (level < LevelLimits.Minimum || level > LevelLimits.Maximum)
            {
                throw new ArgumentException($"Level {level} is not a valid level for treasure generation");
            }

            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.LevelXGoods, level);
            var typeAndAmountSelection = typeAndAmountPercentileSelector.SelectFrom(tableName);

            if (string.IsNullOrEmpty(typeAndAmountSelection.Type))
            {
                return(Enumerable.Empty <Good>());
            }

            var goods = new List <Good>();

            while (typeAndAmountSelection.Amount-- > 0)
            {
                var good = GenerateGood(typeAndAmountSelection);

                goods.Add(good);
            }

            return(goods);
        }
Beispiel #4
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        public Item GenerateRandom(string power)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.POWERITEMTYPEs, power, ItemTypeConstants.Potion);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);

            return(GeneratePotion(result.Type, result.Amount));
        }
Beispiel #5
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        public string GenerateRandomNameFrom(string power, string specificGearType)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.POWERSpecificITEMTYPEs, power, specificGearType);
            var selection = typeAndAmountPercentileSelector.SelectFrom(tableName);

            return(selection.Type);
        }
Beispiel #6
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        public Item GenerateAtPower(string power)
        {
            var tablename = string.Format(TableNameConstants.Percentiles.Formattable.POWERITEMTYPEs, power, ItemTypeConstants.WondrousItem);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tablename);

            var item = new Item();

            item.Name      = result.Type;
            item.IsMagical = true;
            item.ItemType  = ItemTypeConstants.WondrousItem;

            var tableName = string.Format(TableNameConstants.Collections.Formattable.ITEMTYPEAttributes, item.ItemType);

            item.Attributes  = attributesSelector.SelectFrom(tableName, item.Name);
            item.Magic.Bonus = result.Amount;

            if (item.Attributes.Contains(AttributeConstants.Charged))
            {
                item.Magic.Charges = chargesGenerator.GenerateFor(item.ItemType, item.Name);
            }

            var trait = GetTraitFor(item.Name);

            if (!string.IsNullOrEmpty(trait))
            {
                item.Traits.Add(trait);
            }

            var contents = GetContentsFor(item.Name);

            item.Contents.AddRange(contents);

            return(item);
        }
Beispiel #7
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        public IEnumerable <Item> GenerateRandomAtLevel(int level)
        {
            if (level < LevelLimits.Minimum || level > LevelLimits.Maximum)
            {
                throw new ArgumentException($"Level {level} is not a valid level for treasure generation");
            }

            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.LevelXItems, level);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);
            var items     = new List <Item>();

            while (result.Amount-- > 0)
            {
                var item = GenerateRandomAtPower(result.Type);
                items.Add(item);
            }

            return(items);
        }
Beispiel #8
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        public Item GenerateRandom(string power)
        {
            var rodPowers     = collectionsSelector.SelectFrom(TableNameConstants.Collections.Set.PowerGroups, ItemTypeConstants.Rod);
            var adjustedPower = PowerHelper.AdjustPower(power, rodPowers);

            var tablename = string.Format(TableNameConstants.Percentiles.Formattable.POWERITEMTYPEs, adjustedPower, ItemTypeConstants.Rod);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tablename);

            return(GenerateRod(result.Type, result.Amount));
        }
Beispiel #9
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        public Item GenerateRandom(string power)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.POWERITEMTYPEs, power, ItemTypeConstants.WondrousItem);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);

            var item = BuildWondrousItem(result.Type);

            item.Magic.Bonus = result.Amount;

            return(item);
        }
Beispiel #10
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        public Item GenerateRandom(string power)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.POWERITEMTYPEs, power, ItemTypeConstants.Ring);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);

            var ring = BuildRing(result.Type, power);

            ring.Magic.Bonus = result.Amount;

            return(ring);
        }
        public Item Generate()
        {
            var result = typeAndAmountPercentileSelector.SelectFrom(TableNameConstants.Percentiles.Set.AlchemicalItems);

            var item = new Item();

            item.Name     = result.Type;
            item.Quantity = result.Amount;
            item.ItemType = ItemTypeConstants.AlchemicalItem;

            return(item);
        }
        public Item GenerateAtPower(string power)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.POWERITEMTYPEs, power, ItemTypeConstants.Potion);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);
            var potion    = new Item();

            potion.Name        = result.Type;
            potion.ItemType    = ItemTypeConstants.Potion;
            potion.Magic.Bonus = result.Amount;
            potion.IsMagical   = true;
            potion.Attributes  = new[] { AttributeConstants.OneTimeUse };

            return(potion);
        }
        public Item GenerateAtPower(string power)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.POWERITEMTYPEs, power, ItemTypeConstants.Ring);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);

            var ring = new Item();

            ring.Name        = result.Type;
            ring.Magic.Bonus = result.Amount;
            ring.IsMagical   = true;
            ring.ItemType    = ItemTypeConstants.Ring;

            tableName       = string.Format(TableNameConstants.Collections.Formattable.ITEMTYPEAttributes, ring.ItemType);
            ring.Attributes = attributesSelector.SelectFrom(tableName, result.Type);

            if (ring.Attributes.Contains(AttributeConstants.Charged))
            {
                ring.Magic.Charges = chargesGenerator.GenerateFor(ItemTypeConstants.Ring, result.Type);
            }

            if (ring.Name == RingConstants.Counterspells)
            {
                var level = spellGenerator.GenerateLevel(power);
                if (level <= 6)
                {
                    var type  = spellGenerator.GenerateType();
                    var spell = spellGenerator.Generate(type, level);
                    ring.Contents.Add(spell);
                }
            }
            else if (ring.Name == RingConstants.SpellStoring_Minor)
            {
                var spells = GenerateSpells(power, 3);
                ring.Contents.AddRange(spells);
            }
            else if (ring.Name == RingConstants.SpellStoring_Major)
            {
                var spells = GenerateSpells(power, 10);
                ring.Contents.AddRange(spells);
            }
            else if (ring.Name == RingConstants.SpellStoring)
            {
                var spells = GenerateSpells(power, 5);
                ring.Contents.AddRange(spells);
            }

            return(ring);
        }
        public Coin GenerateAtLevel(int level)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.LevelXCoins, level);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);
            var coin      = new Coin();

            if (string.IsNullOrEmpty(result.Type))
            {
                return(coin);
            }

            coin.Currency = result.Type;
            coin.Quantity = result.Amount;

            return(coin);
        }
Beispiel #15
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        public IEnumerable <Item> GenerateAtLevel(int level)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.LevelXItems, level);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);
            var items     = new List <Item>();

            while (result.Amount-- > 0)
            {
                var item = GenerateAtPower(result.Type);
                items.Add(item);
            }

            var epicItems = GetEpicItems(level);

            items.AddRange(epicItems);

            return(items);
        }
Beispiel #16
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        public Coin GenerateAtLevel(int level)
        {
            if (level < LevelLimits.Minimum || level > LevelLimits.Maximum)
            {
                throw new ArgumentException($"Level {level} is not a valid level for treasure generation");
            }

            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.LevelXCoins, level);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);
            var coin      = new Coin();

            if (string.IsNullOrEmpty(result.Type))
            {
                return(coin);
            }

            coin.Currency = result.Type;
            coin.Quantity = result.Amount;

            return(coin);
        }
Beispiel #17
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        public Item GenerateAtPower(string power)
        {
            if (power == PowerConstants.Minor)
            {
                throw new ArgumentException("Cannot generate minor rods");
            }

            var tablename = string.Format(TableNameConstants.Percentiles.Formattable.POWERITEMTYPEs, power, ItemTypeConstants.Rod);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tablename);

            var rod = new Item();

            rod.ItemType    = ItemTypeConstants.Rod;
            rod.Name        = result.Type;
            rod.IsMagical   = true;
            rod.Magic.Bonus = result.Amount;
            tablename       = string.Format(TableNameConstants.Collections.Formattable.ITEMTYPEAttributes, rod.ItemType);
            rod.Attributes  = attributesSelector.SelectFrom(tablename, rod.Name);

            if (rod.Attributes.Contains(AttributeConstants.Charged))
            {
                rod.Magic.Charges = chargesGenerator.GenerateFor(rod.ItemType, rod.Name);
            }

            if (rod.Name == RodConstants.Absorption)
            {
                var containsSpellLevels = booleanPercentileSelector.SelectFrom(TableNameConstants.Percentiles.Set.RodOfAbsorptionContainsSpellLevels);
                if (containsSpellLevels)
                {
                    var maxCharges           = chargesGenerator.GenerateFor(rod.ItemType, RodConstants.FullAbsorption);
                    var containedSpellLevels = (maxCharges - rod.Magic.Charges) / 2;
                    rod.Contents.Add($"{containedSpellLevels} spell levels");
                }
            }

            return(rod);
        }
Beispiel #18
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        public Item GenerateRandom()
        {
            var result = typeAndAmountPercentileSelector.SelectFrom(TableNameConstants.Percentiles.Set.AlchemicalItems);

            return(Generate(result.Type));
        }
 public void AccessesPercentileSelectorWithTableNameAndRoll()
 {
     typeAndAmountPercentileSelector.SelectFrom("table name");
     mockPercentileSelector.Verify(p => p.SelectFrom("table name"), Times.Once);
 }
Beispiel #20
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        public Item GenerateFrom(string power, string specificGearType)
        {
            var tableName = string.Format(TableNameConstants.Percentiles.Formattable.POWERSpecificITEMTYPEs, power, specificGearType);
            var result    = typeAndAmountPercentileSelector.SelectFrom(tableName);

            var gear = new Item();

            gear.Name                   = result.Type;
            gear.Magic.Bonus            = result.Amount;
            gear.Magic.SpecialAbilities = GetSpecialAbilities(specificGearType, gear.Name);
            gear.ItemType               = GetItemType(specificGearType);

            tableName       = string.Format(TableNameConstants.Collections.Formattable.SpecificITEMTYPEAttributes, specificGearType);
            gear.Attributes = collectionsSelector.SelectFrom(tableName, gear.Name);

            tableName = string.Format(TableNameConstants.Collections.Formattable.SpecificITEMTYPETraits, specificGearType);
            var traits = collectionsSelector.SelectFrom(tableName, gear.Name);

            foreach (var trait in traits)
            {
                gear.Traits.Add(trait);
            }

            if (gear.Attributes.Contains(AttributeConstants.Charged))
            {
                gear.Magic.Charges = chargesGenerator.GenerateFor(specificGearType, gear.Name);
            }

            if (gear.Name == WeaponConstants.JavelinOfLightning)
            {
                gear.IsMagical = true;
            }
            else if (gear.Name == ArmorConstants.CastersShield)
            {
                var hasSpell = booleanPercentileSelector.SelectFrom(TableNameConstants.Percentiles.Set.CastersShieldContainsSpell);

                if (hasSpell)
                {
                    var spellType      = percentileSelector.SelectFrom(TableNameConstants.Percentiles.Set.CastersShieldSpellTypes);
                    var spellLevel     = spellGenerator.GenerateLevel(PowerConstants.Medium);
                    var spell          = spellGenerator.Generate(spellType, spellLevel);
                    var formattedSpell = string.Format("{0} ({1}, {2})", spell, spellType, spellLevel);
                    gear.Contents.Add(formattedSpell);
                }
            }

            gear.Name     = RenameGear(gear.Name);
            gear.Quantity = GetQuantity(gear);

            if (gear.Name == WeaponConstants.SlayingArrow || gear.Name == WeaponConstants.GreaterSlayingArrow)
            {
                var designatedFoe = percentileSelector.SelectFrom(TableNameConstants.Percentiles.Set.DesignatedFoes);
                var trait         = string.Format("Designated Foe: {0}", designatedFoe);
                gear.Traits.Add(trait);
            }

            if (gear.IsMagical == false)
            {
                var size = percentileSelector.SelectFrom(TableNameConstants.Percentiles.Set.MundaneGearSizes);
                gear.Traits.Add(size);
            }

            return(gear);
        }