Beispiel #1
0
        private Monster CreateArchetypedMonster(int monsterMinLevel, int monsterMaxLevel)
        {
            var newMonster = new Monster();

            var targetMonsterLevel = _dice.Random(monsterMinLevel, monsterMaxLevel);

            var modifierMinimum = 0;
            var modifierMaximum = 0;

            bool targetMonsterHasModifier = _dice.Random(1, 3) == 1; // 1/3 chance of having a modifier

            if (targetMonsterHasModifier)
            {
                modifierMinimum = monsterModifiers.Select(x => x.LevelModifier.GetMinimumValue()).OrderBy(x => x).First();
                modifierMaximum = monsterModifiers.Select(x => x.LevelModifier.GetMaximumValue()).OrderByDescending(x => x).First();
            }

            int targetMonsterMaxLevel = Math.Max(1, targetMonsterLevel - modifierMinimum);
            int targetMonsterMinLevel = Math.Max(1, targetMonsterLevel - modifierMaximum);

            var archetype = ChooseArchetypeInLevelRange(targetMonsterMinLevel, targetMonsterMaxLevel);

            // We now have the archetype. Figure out what level it's going to be
            int monsterLevel = _dice.Random(archetype.Level.MinValue, archetype.Level.MaxValue);

            if (targetMonsterHasModifier)
            {
                // If we're going to have a modifier, start applying random modifiers until we get a monster in our level range.
                var modifier = ChooseModifierInLevelRange(monsterMinLevel - monsterLevel, monsterMaxLevel - monsterLevel);
                monsterLevel += _dice.Roll(modifier.LevelModifier);
                newMonster.Name = modifier.Prefix + " " + archetype.Name;
            }
            else
            {
                // Otherwise, force the monster to be within our level range if the randomly generated level is out of range.
                newMonster.Name = archetype.Name;
            }

            newMonster.Level = Math.Max(Math.Min(monsterLevel, monsterMaxLevel), monsterMinLevel);

            newMonster.SetBareHandsAttackName(archetype.AttackName);

            return newMonster;
        }