Ejemplo n.º 1
0
        private void BuildInventory(IList <string> data, InventoryConfig config, IDictionary <string, Item> items, IList <string> weaponRanks, IList <WeaponRankBonus> weaponRankBonuses)
        {
            this.Inventory = new List <UnitInventoryItem>();

            foreach (int index in config.Slots)
            {
                string name = ParseHelper.SafeStringParse(data, index, "Item Name", false);
                if (string.IsNullOrEmpty(name))
                {
                    this.Inventory.Add(null);
                    continue;
                }
                UnitInventoryItem item = new UnitInventoryItem(name, items);

                //Check if the item can be equipped
                string unitRank;
                if (this.WeaponRanks.TryGetValue(item.Item.Category, out unitRank))
                {
                    if (string.IsNullOrEmpty(unitRank) ||
                        string.IsNullOrEmpty(item.Item.WeaponRank) ||
                        weaponRanks.IndexOf(unitRank) >= weaponRanks.IndexOf(item.Item.WeaponRank))
                    {
                        item.CanEquip = true;
                    }
                }
                else if (string.IsNullOrEmpty(item.Item.WeaponRank) && !item.Item.UtilizedStats.Any())
                {
                    item.CanEquip = true;
                }

                this.Inventory.Add(item);
            }

            //Find the equipped item and flag it
            string equippedItemName = ParseHelper.SafeStringParse(data, config.EquippedItem, "Equipped Item", false);

            if (!string.IsNullOrEmpty(equippedItemName))
            {
                UnitInventoryItem equipped = this.Inventory.FirstOrDefault(i => i != null && i.FullName == equippedItemName);
                if (equipped == null)
                {
                    throw new UnmatchedEquippedItemException(equippedItemName);
                }
                equipped.IsEquipped = true;

                //Apply equipped stat modifiers
                foreach (string stat in equipped.Item.EquippedStatModifiers.Keys)
                {
                    ModifiedStatValue mods;
                    if (!this.Stats.General.TryGetValue(stat, out mods))
                    {
                        throw new UnmatchedStatException(stat);
                    }
                    mods.Modifiers.Add($"{equipped.Item.Name} (Eqp)", equipped.Item.EquippedStatModifiers[stat]);
                }

                //Check if we need to apply weapon rank bonuses for the equipped item
                if (this.WeaponRanks.ContainsKey(equipped.Item.Category))
                {
                    string unitRank;
                    this.WeaponRanks.TryGetValue(equipped.Item.Category, out unitRank);

                    WeaponRankBonus bonus = weaponRankBonuses.FirstOrDefault(b => b.Category == equipped.Item.Category && b.Rank == unitRank);
                    if (bonus != null)
                    {
                        foreach (string stat in bonus.CombatStatModifiers.Keys)
                        {
                            ModifiedStatValue mods;
                            if (!this.Stats.Combat.TryGetValue(stat, out mods))
                            {
                                throw new UnmatchedStatException(stat);
                            }
                            mods.Modifiers.Add($"{equipped.Item.Category} {unitRank} Rank Bonus", bonus.CombatStatModifiers[stat]);
                        }

                        foreach (string stat in bonus.StatModifiers.Keys)
                        {
                            ModifiedStatValue mods;
                            if (!this.Stats.General.TryGetValue(stat, out mods))
                            {
                                throw new UnmatchedStatException(stat);
                            }
                            mods.Modifiers.Add($"{equipped.Item.Category} {unitRank} Rank Bonus", bonus.StatModifiers[stat]);
                        }
                    }
                }
            }

            //Apply inventory stat modifiers for all nonequipped items
            foreach (UnitInventoryItem inv in this.Inventory.Where(i => i != null && !i.IsEquipped))
            {
                foreach (string stat in inv.Item.InventoryStatModifiers.Keys)
                {
                    ModifiedStatValue mods;
                    if (!this.Stats.General.TryGetValue(stat, out mods))
                    {
                        throw new UnmatchedStatException(stat);
                    }
                    mods.Modifiers.Add($"{inv.Item.Name} (Inv)", inv.Item.InventoryStatModifiers[stat]);
                }
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Assembles and executes the equations in <paramref name="stats"/>.
        /// </summary>
        public void CalculateCombatStats(IList <CalculatedStatConfig> stats, IList <UnitInventoryItem> unitInventory)
        {
            foreach (CalculatedStatConfig stat in stats)
            {
                string            equation = stat.Equation;
                UnitInventoryItem equipped = unitInventory.SingleOrDefault(i => i != null && i.IsEquipped);

                //{UnitStat[...]}
                //Replaced by values from the Basic stat list
                MatchCollection unitStatMatches = unitStatRegex.Matches(equation);
                if (unitStatMatches.Count > 0)
                {
                    foreach (Match match in unitStatMatches)
                    {
                        ModifiedStatValue unitStat;
                        if (!this.General.TryGetValue(match.Groups[1].Value, out unitStat))
                        {
                            throw new UnmatchedStatException(match.Groups[1].Value);
                        }
                        equation = equation.Replace(match.Groups[0].Value, unitStat.FinalValue.ToString());
                    }
                }

                //{WeaponUtilStat}
                if (equation.Contains("{WeaponUtilStat}"))
                {
                    int weaponUtilStatValue = 0;
                    if (equipped != null)
                    {
                        foreach (string utilStatName in equipped.Item.UtilizedStats)
                        {
                            ModifiedStatValue weaponUtilStat;
                            if (!this.General.TryGetValue(utilStatName, out weaponUtilStat))
                            {
                                throw new UnmatchedStatException(utilStatName);
                            }

                            //Take the greatest stat value of all the utilized stats
                            if (weaponUtilStat.FinalValue > weaponUtilStatValue)
                            {
                                weaponUtilStatValue = weaponUtilStat.FinalValue;
                            }
                        }
                    }
                    equation = equation.Replace("{WeaponUtilStat}", weaponUtilStatValue.ToString());
                }

                //{WeaponStat[...]}
                MatchCollection weaponStatMatches = weaponStatRegex.Matches(equation);
                if (weaponStatMatches.Count > 0)
                {
                    foreach (Match match in weaponStatMatches)
                    {
                        int weaponStatValue = 0;
                        if (equipped != null && !equipped.Item.Stats.TryGetValue(match.Groups[1].Value, out weaponStatValue))
                        {
                            throw new UnmatchedStatException(match.Groups[1].Value);
                        }
                        equation = equation.Replace(match.Groups[0].Value, weaponStatValue.ToString());
                    }
                }

                //Throw an error if anything remains unparsed
                if (equation.Contains("{") || equation.Contains("}"))
                {
                    throw new UnrecognizedEquationVariableException(stat.Equation);
                }

                Expression expression = new Expression(equation);
                this.Combat[stat.SourceName].BaseValue = Math.Max(0, Convert.ToInt32(expression.Evaluate()));
            }
        }