Beispiel #1
0
        private void ConfigureCharacterClass(CharacterClassDef selectedClassDef)
        {
            // Configure from defaults.

            // Override defaults where necessary.
            bool factionFound = false;

            foreach (CharacterClassModifier factionModifiers in selectedClassDef.factions)
            {
                if (factionFound)
                {
                    break;
                }

                foreach (FactionDef factionDef2 in factionModifiers.factionDefs)
                {
                    if (Faction.def != factionDef2)
                    {
                        continue;
                    }

                    factionFound = true;

                    List <AbilityDef> abilities = SelectAbilities(selectedClassDef);
                    AddAbilities(abilities);
                    // Modify Stats.
                    // Modify Skills.
                }
            }
        }
Beispiel #2
0
        private List <AbilityDef> SelectAbilities(CharacterClassDef characterClassDef)
        {
            List <AbilityDef> abilities         = new List <AbilityDef>();
            List <AbilityDef> excludedAbilities = new List <AbilityDef>();

            // Get defaults.
            if (characterClassDef.defaultSettings != null)
            {
                abilities = SelectAbilities(characterClassDef.defaultSettings, ref excludedAbilities);
            }

            // Get additional faction specific abilities.
            foreach (CharacterClassModifier factionSettings in characterClassDef.factions)
            {
                abilities = SelectAbilities(factionSettings, ref excludedAbilities, abilities);
            }

            // Only allow the maximum number of abilities.
            if (characterClassDef.MaximumNumberOfAbilities(Faction.def) < 0) // infinite.
            {
                return(abilities);
            }

            int n = abilities.Count - characterClassDef.MaximumNumberOfAbilities(Faction.def);

            while (!abilities.NullOrEmpty() && n > 0) // limited.
            {
                abilities.RemoveLast();
                n--;
            }

            return(abilities);
        }
Beispiel #3
0
        private CharacterClassRecord SelectClass()
        {
            List <CharacterClassChance> classChances = new List <CharacterClassChance>();

            classChances = Defaults.ToList();

            foreach (FactionBasedCharacterClassChance factionChance in Factions)
            {
                foreach (FactionDef factionDef in factionChance.factionDefs)
                {
                    if (Faction.def != factionDef)
                    {
                        continue;
                    }

                    // Modify the defaults and note any additional classes
                    List <CharacterClassChance> additionalClasseChances = new List <CharacterClassChance>();
                    foreach (CharacterClassChance otherClassChance in factionChance.characterClasses)
                    {
                        bool classFound = false;
                        foreach (CharacterClassChance classChance in classChances)
                        {
                            if (classChance.characterClassDef == otherClassChance.characterClassDef)
                            {
                                classChance.chance = otherClassChance.chance;
                                classFound         = true;
                                break;
                            }
                        }

                        // Add the character class to a list for later.
                        if (!classFound)
                        {
                            additionalClasseChances.Add(otherClassChance);
                        }
                    }

                    // Add any character classes that weren't included in 'defaults'
                    foreach (CharacterClassChance classChance in additionalClasseChances)
                    {
                        classChances.Add(classChance);
                    }
                }
            }

            float cumulativeChances = SumChances(classChances);
            float selectionNum      = UnityEngine.Random.Range(0f, cumulativeChances);

            CharacterClassDef selectedClassDef = SelectCharacterClassDef(classChances, selectionNum);

            ConfigureCharacterClass(selectedClassDef);

            return(new CharacterClassRecord((Pawn)parent, selectedClassDef));
        }
Beispiel #4
0
        private List <AbilityDef> SelectAbilities(CharacterClassDef characterClassDef)
        {
            List <AbilityDef> abilities = new List <AbilityDef>();

            // Get defaults.
            if (characterClassDef.defaultSettings != null)
            {
                abilities = SelectAbilities(characterClassDef.defaultSettings);
            }

            // Get additional faction specific abilities.
            foreach (CharacterClassModifier factionSettings in characterClassDef.factions)
            {
                abilities = SelectAbilities(factionSettings, abilities);
            }

            return(abilities);
        }
Beispiel #5
0
 public CharacterClassRecord(Pawn pawn, CharacterClassDef def)
 {
     this.pawn = pawn;
     this.def  = def;
 }