public Characteristics(float scaleFactor) { Strength = 0; Dexterity = 0; Intelligence = 0; Endurance = 0; Wisdom = 0; Luck = 0; Temperament = Temperaments.Choleric; ThisEnergy = new Energy(0); ThisHealth = new Health(0); Randomising(scaleFactor); }
public void Randomising(float scaleFactor) { System.Random random = new System.Random(); const int min_Strength = 1; const int max_Strength = 10; Strength = (int)(random.Next(min_Strength, max_Strength) * scaleFactor); const int min_Dexterity = 1; const int max_Dexterity = 10; Dexterity = (int)(random.Next(min_Dexterity, max_Dexterity) * scaleFactor); const int min_Intelligence = 1; const int max_Intelligence = 10; Intelligence = (int)(random.Next(min_Intelligence, max_Intelligence) * scaleFactor); const int min_Endurance = 1; const int max_Endurance = 10; Endurance = (int)(random.Next(min_Endurance, max_Endurance) * scaleFactor); const float min_Wisdom = 0; const float max_Wisdom = 0.5f; Wisdom = (int)(random.Next((int)(min_Wisdom * 100), (int)(max_Wisdom * 100)) * scaleFactor) / 100; const float min_Luck = 0; const float max_Luck = 2; Luck = (int)(random.Next((int)(min_Luck * 100), (int)(max_Luck * 100)) * scaleFactor) / 100; Temperament = (Temperaments)(random.Next(0, 4)); const int min_Health = 100; const int max_Health = 200; ThisHealth = new Health((int)(random.Next(min_Health, max_Health) * scaleFactor)); const int min_Energy = 100; const int max_Energy = 200; ThisEnergy = new Energy((int)(random.Next(min_Energy, max_Energy) * scaleFactor)); }
public Dog(string name, int age, int numberOfLegs, Colors color, Breeds Breed, Temperaments Temperament) : base(name, age, numberOfLegs, color) { }