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NewCharacterWindow.xaml.cs
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NewCharacterWindow.xaml.cs
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using System;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.Windows;
using System.Windows.Controls;
namespace GroupProject5ECharCreator
{
/// <summary>
/// Interaction logic for NewCharacterWindow.xaml
/// </summary>
public partial class NewCharacterWindow : Window
{
//Warning! This code is a disgusting mess. If you are easily nauseasted, venture no further.
//Holds data related to the 5EDatabase.accdb file
DataContainer container = new DataContainer();
CharDataContainer CharContainer = new CharDataContainer();
RaceFactory factory;
System.Windows.Forms.PictureBox RacePicture = new System.Windows.Forms.PictureBox();
public NewCharacterWindow()
{
InitializeComponent();
}
private void Window_Loaded(object sender, RoutedEventArgs e)
{
//Welcome to switch statment hell. Because one must do what they can with only one brain cell.
//Hide the racial bonus selection stuff, as only certain Races can select their bonuses.
Bonus_1_Combo_Box.Visibility = Visibility.Hidden;
Bonus_2_Combo_Box.Visibility = Visibility.Hidden;
Racial_Bonus_Selection_Label.Visibility = Visibility.Hidden;
//This sucks but its filling the Bonus boxes up with all of the stats
Bonus_1_Combo_Box.Items.Add("Strength");
Bonus_2_Combo_Box.Items.Add("Strength");
Bonus_1_Combo_Box.Items.Add("Dexterity");
Bonus_2_Combo_Box.Items.Add("Dexterity");
Bonus_1_Combo_Box.Items.Add("Intelligence");
Bonus_2_Combo_Box.Items.Add("Intelligence");
Bonus_1_Combo_Box.Items.Add("Wisdom");
Bonus_2_Combo_Box.Items.Add("Wisdom");
Bonus_1_Combo_Box.Items.Add("Constitution");
Bonus_2_Combo_Box.Items.Add("Constitution");
//Load up the RaceListBox with the races in DataContainer
foreach (string str in container.races)
{
RaceListBox.Items.Add(str);
}
//Same as above but for ClassListBox
foreach (string str in container.classes)
{
ClassListBox.Items.Add(str);
}
//Same as above.
//foreach (string str in container.backgrounds)
//{
// BackgroundListBox.Items.Add(str);
//}
foreach (var item in container.backgrounds)
{
BackgroundListBox.Items.Add(item.Item1);
}
//HOLY FUCKING SHIT FINALLY FUCK MY FUCKING LIFE
Race_Image_Host.Child = RacePicture;
RacePicture.SizeMode = System.Windows.Forms.PictureBoxSizeMode.StretchImage;
ContextInfoTextBlock.TextTrimming = TextTrimming.CharacterEllipsis;
}
private void ClassListBox_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
CharContainer.characterClass.ClassName = ClassListBox.SelectedItem.ToString();
CharContainer.characterClass.changeClass(ClassListBox.SelectedItem.ToString());
CharContainer.SetModifiers();
ContextInfoTextBlock.Text = CharContainer.characterClass.ClassData.classDescription;
HitPointsBar.Maximum = CharContainer.characterClass.ClassData.hitDie.Item2;
HitPointsBar.Value = CharContainer.characterClass.ClassData.hitPoints;
HP_Textblock.Text = CharContainer.characterClass.ClassData.hitPoints.ToString();
CharContainer.SetModifiers();
CharContainer.UpdateArmorClass();
Armor_Class_Text_Box.Text = CharContainer.characterClass.ArmorClass.ToString();
}
private void BackgroundListBox_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
foreach (var item in container.backgrounds)
{
if (item.Item1 == BackgroundListBox.SelectedItem.ToString())
{
ContextInfoTextBlock.Text = item.Item2;
CharContainer.background = Tuple.Create(item.Item1, item.Item2);
break;
}
}
}
private void TextBox_TextChanged(object sender, TextChangedEventArgs e)
{
CharContainer.CharName = NameInputBox.Text;
NameLblBox.Text = CharContainer.CharName;//Set the big name at the top to whatever is being changed in the name input box
}
private void RollStatsButton_Click(object sender, RoutedEventArgs e)
{
if (CharContainer.race == null)
return;
//Rolls the stats, fill all of the text block with the appropiate data in CharContainer's character class object
CharContainer.RollStats();
StrengthTextBlock.Text = CharContainer.characterClass.Strength.ToString();
DexterityTextBlock.Text = CharContainer.characterClass.Dexterity.ToString();
ConstitutionTextBlock.Text = CharContainer.characterClass.Constitution.ToString();
IntelligenceTextBlock.Text = CharContainer.characterClass.Intelligence.ToString();
WisdomTextBlock.Text = CharContainer.characterClass.Wisdom.ToString();
CharismaTextBlock.Text = CharContainer.characterClass.Charisma.ToString();
CharContainer.SetModifiers();
CharContainer.UpdateArmorClass();
//Here we fill the abilities
foreach (var item in CharContainer.characterSkills.skills)
{
//Doing some awesome stuff with predicates and such. Honestly, after hours of debugging I still have no idea how this works. Let's just say that the ghost of Dennis Ritchie possessed me for a moment.
switch (item.Item1)
{
//Example of what would happen if geohotz was also a crack addict.These int variables have stupid names because apparently being inside of a case is still in the same scope as the other cases.
case "Acrobatics":
int value = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.DexBonus).Item2 + item.Item2;
Acrobatics_Text_Block.Text = value.ToString();
break;
case "Animal Handling":
int value13 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.WisdomBonus).Item2 + item.Item2;
AnimalHandling_Textblock.Text = value13.ToString();
break;
case "Arcana":
int value2 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.IntBonus).Item2 + item.Item2;
Arcana_Textblock.Text = value2.ToString();
break;
case "Athletics":
int value1 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.StrBonus).Item2 + item.Item2;
Athletics_Textblock.Text = value1.ToString();
break;
case "Deception":
int value13222 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.CharismaBonus).Item2 + item.Item2;
Deception_Textblock.Text = value13222.ToString();
break;
case "History":
int value24 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.IntBonus).Item2 + item.Item2;
History_Textblock.Text = value24.ToString();
break;
case "Insight":
int value137 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.WisdomBonus).Item2 + item.Item2;
Insight_Textblock.Text = value137.ToString();
break;
case "Intimidation":
int value1322 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.CharismaBonus).Item2 + item.Item2;
Intimidation_Textblock.Text = value1322.ToString();
break;
case "Investigation":
int value222 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.IntBonus).Item2 + item.Item2;
Investigation_Textblock.Text = value222.ToString();
break;
case "Medicine":
int value1333 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.WisdomBonus).Item2 + item.Item2;
Medicine_Textblock.Text = value1333.ToString();
break;
case "Nature":
int value234 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.IntBonus).Item2 + item.Item2;
Nature_Textblock.Text = value234.ToString();
break;
case "Perception":
int value13225 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.WisdomBonus).Item2 + item.Item2;
Perception_Textblock.Text = value13225.ToString();
break;
case "Performance":
int value14 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.CharismaBonus).Item2 + item.Item2;
Performance_Textblock.Text = value14.ToString();
break;
case "Persuasion":
int value122 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.CharismaBonus).Item2 + item.Item2;
Persuasion_Textblock.Text = value122.ToString();
break;
case "Religion":
int value266 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.IntBonus).Item2 + item.Item2;
Religion_Textblock.Text = value266.ToString();
break;
case "Sleight of Hand":
int value23 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.DexBonus).Item2 + item.Item2;
SleightOfHand_Textblock.Text = value23.ToString();
break;
case "Stealth":
int value3 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.DexBonus).Item2 + item.Item2;
Stealth_Textblock.Text = value3.ToString();
break;
case "Survival":
int value1111 = CharContainer.race.bonuses.Find(x => x.Item1 == RacialBonus.WisdomBonus).Item2 + item.Item2;
Survival_Textblock.Text = value1111.ToString();
break;
}
}
}
private void SaveContainer()
{
//Serialize the current CharDataContainer, and store it in a .sav file
IFormatter formatter = new BinaryFormatter();
Stream stream = new FileStream(CharContainer.CharName + ".sav", FileMode.Create, FileAccess.Write, FileShare.None);
formatter.Serialize(stream, CharContainer);
stream.Close();
}
private void SaveProgressButton_Click(object sender, RoutedEventArgs e)
{
SaveContainer();
ContextInfoTextBlock.Text = "Progress saved!";
}
private void RaceListBox_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
Racial_Traits_Listbox.Items.Clear();
//Cleaning up the bonus boxes if the race is changed.
foreach (Label label in BonusGrid1.Children)
{
label.Content = null;
}
//This switch catches whatever race the user has selected, and assigns factory with correct type of factory. It then uses that factory to assign CharContainer a race.
switch (RaceListBox.SelectedItem.ToString())
{
case "Dwarf":
Bonus_1_Combo_Box.Visibility = Visibility.Hidden;
Bonus_2_Combo_Box.Visibility = Visibility.Hidden;
CharContainer.RaceName = "Dwarf";
//Using the factory method to set the race for our dwarf. Same will apply below
factory = new DwarfFactory();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
break;
case "Elf":
Bonus_1_Combo_Box.Visibility = Visibility.Hidden;
Bonus_2_Combo_Box.Visibility = Visibility.Hidden;
CharContainer.RaceName = "Elf";
factory = new ElfFactory();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
break;
case "Half Elf":
Bonus_1_Combo_Box.Visibility = Visibility.Visible;
Bonus_2_Combo_Box.Visibility = Visibility.Visible;
CharContainer.RaceName = "Half Elf";
factory = ConvertChoicesToRacialBonus();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
//return new HalfElfFactory();
break;
case "Dragonborn":
Bonus_1_Combo_Box.Visibility = Visibility.Hidden;
Bonus_2_Combo_Box.Visibility = Visibility.Hidden;
CharContainer.RaceName = "Dragonborn";
factory = new DragonBornFactory();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
break;
case "Gnome":
Bonus_1_Combo_Box.Visibility = Visibility.Hidden;
Bonus_2_Combo_Box.Visibility = Visibility.Hidden;
CharContainer.RaceName = "Gnome";
factory = new GnomeFactory();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
break;
case "Half Orc":
Bonus_1_Combo_Box.Visibility = Visibility.Hidden;
Bonus_2_Combo_Box.Visibility = Visibility.Hidden;
CharContainer.RaceName = "Half Orc";
factory = new HalfOrcFactory();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
break;
case "Human":
Bonus_1_Combo_Box.Visibility = Visibility.Hidden;
Bonus_2_Combo_Box.Visibility = Visibility.Hidden;
CharContainer.RaceName = "Human";
factory = new HumanFactory();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
break;
case "Tiefling":
Bonus_1_Combo_Box.Visibility = Visibility.Hidden;
Bonus_2_Combo_Box.Visibility = Visibility.Hidden;
CharContainer.RaceName = "Tiefling";
factory = new TieflingFactory();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
break;
case "Halfling":
Bonus_1_Combo_Box.Visibility = Visibility.Hidden;
Bonus_2_Combo_Box.Visibility = Visibility.Hidden;
CharContainer.RaceName = "Halfling";
factory = new HalflingFactory();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
break;
default:
break;
}
if (CharContainer.race != null)
ContextInfoTextBlock.Text = CharContainer.race.RaceDescription;
//Filling up the racial traits LIstbox
foreach (var trait in CharContainer.race.racialTraits)
{
Racial_Traits_Listbox.Items.Add(trait.Item1);
}
foreach (var image in container.raceImages)
{
//Go through the Tuple list that was read in from our database, if the name of the player's race matches the name of the race image, then set it. also set the picture box so that the user knows it has changed.
if (CharContainer.RaceName == image.Item1)
{
RacePicture.Image = image.Item2;
CharContainer.characterAvatar = image.Item2;
}
}
CharContainer.SetModifiers();
CharContainer.UpdateArmorClass();
Armor_Class_Text_Box.Text = CharContainer.characterClass.ArmorClass.ToString();
}
void ModifyBonusBoxes()
{
//Here, we modify the bonuses to the right of the stats by checking Race's bonuses value.
foreach (var bonus in CharContainer.race.bonuses)
{
switch (bonus.Item1)
{
case RacialBonus.ConstBonus:
Constitution_Bonus_Box.Content = "+" + bonus.Item2.ToString();
break;
case RacialBonus.StrBonus:
Strength_Bonus_Box.Content = "+" + bonus.Item2.ToString();
break;
case RacialBonus.CharismaBonus:
Charisma_Bonus_Box.Content = "+" + bonus.Item2.ToString();
break;
case RacialBonus.DexBonus:
Dexterity_Bonus_Box.Content = "+" + bonus.Item2.ToString();
break;
case RacialBonus.IntBonus:
Intelligence_Bonus_Box.Content = "+" + bonus.Item2.ToString();
break;
case RacialBonus.WisdomBonus:
Wisdom_Bonus_Box.Content = "+" + bonus.Item2.ToString();
break;
default: break;
}
}
}
RaceFactory ConvertChoicesToRacialBonus()
{
RacialBonus bonus1 = RacialBonus.StrBonus;
RacialBonus bonus2 = RacialBonus.CharismaBonus;
switch (Bonus_1_Combo_Box.SelectedItem.ToString())
{
case "Strength":
bonus1 = RacialBonus.StrBonus;
break;
case "Intelligence":
bonus1 = RacialBonus.IntBonus;
break;
case "Wisdom":
bonus1 = RacialBonus.WisdomBonus;
break;
case "Constitution":
bonus1 = RacialBonus.ConstBonus;
break;
case "Dexterity":
bonus1 = RacialBonus.DexBonus;
break;
default: break;
}
switch (Bonus_2_Combo_Box.SelectedItem.ToString())
{
case "Strength":
bonus2 = RacialBonus.StrBonus;
break;
case "Intelligence":
bonus2 = RacialBonus.IntBonus;
break;
case "Wisdom":
bonus2 = RacialBonus.WisdomBonus;
break;
case "Constitution":
bonus2 = RacialBonus.ConstBonus;
break;
case "Dexterity":
bonus2 = RacialBonus.DexBonus;
break;
default: break;
}
return new HalfElfFactory(bonus1, bonus2);
}
private void Bonus_1_Combo_Box_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
ContextInfoTextBlock.Text = "As a half elf, you get to select your racial bonuses! Choose from one of the 5. Note that you can't stack bonuses i.e. you can't select strength twice.";
if (Bonus_1_Combo_Box.SelectedIndex == Bonus_2_Combo_Box.SelectedIndex)
{
ContextInfoTextBlock.Text = "You can't have two of the same bonuses, sorry!";
Bonus_1_Combo_Box.SelectedIndex = 0;
Bonus_2_Combo_Box.SelectedIndex = 1;
}
foreach (Label label in BonusGrid1.Children)
{
label.Content = null;
}
if (factory != null && CharContainer.race != null)
{
factory = ConvertChoicesToRacialBonus();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
}
}
private void Bonus_2_Combo_Box_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
if (Bonus_1_Combo_Box.SelectedIndex == Bonus_2_Combo_Box.SelectedIndex)
{
ContextInfoTextBlock.Text = "You can't have two of the same bonuses, sorry!";
Bonus_1_Combo_Box.SelectedIndex = 0;
Bonus_2_Combo_Box.SelectedIndex = 1;
}
foreach (Label label in BonusGrid1.Children)
{
label.Content = null;
}
if (factory != null && CharContainer.race != null)
{
factory = ConvertChoicesToRacialBonus();
CharContainer.race = factory.GetRace();
ModifyBonusBoxes();
}
}
private void Racial_Traits_Listbox_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
foreach (var trait in CharContainer.race.racialTraits)
{
if (Racial_Traits_Listbox.SelectedItem != null && Racial_Traits_Listbox.SelectedItem.ToString() == trait.Item1)
{
ContextInfoTextBlock.Text = trait.Item2;
}
}
}
}
}