/// <summary>
        /// Generate a quest based on character level
        /// </summary>
        /// <param name="character"></param>
        /// <returns>A randomly generated quest</returns>

        public Quest GenerateQuest(Character player, string questDifficulty)
        {
            int questTextIndex = random.Next(0, questNames.Length);
            int timeAndEnergyCost;

            if ((questDifficulty == "medium" && player.Energy > 3 && player.Energy < 7) || player.Energy < 4)
            {
                timeAndEnergyCost = player.Energy;
            }
            else
            {
                timeAndEnergyCost = GenerateTimeAndEnergyCost(questDifficulty);
            }

            Quest quest = new Quest
            {
                Name        = questNames[questTextIndex],
                Description = questDescriptions[questTextIndex],
                QuestTime   = timeAndEnergyCost,
                EnergyCost  = timeAndEnergyCost,
                RewardCoin  = GenerateCoinReward(player.CharacterLevel, questDifficulty, HasItemReward()),
                RewardXP    = GenerateXPReward(player.CharacterLevel, questDifficulty, HasItemReward()),
                RewardItem  = _itemGeneratorService.GenerateItem(player.CharacterLevel)
            };

            return(quest);
        }
Beispiel #2
0
 public Item ItemGenerator(Character player)
 {
     return(_itemGenerator.GenerateItem(player.CharacterLevel));
 }