Example #1
0
        public AvailableWords()
        {
            WordList=new List<Word>();
            WDictionary = new WDictionary();
            WordsNameOnlyList=new HashSet<string>();

            fetchAllWordsFromDB();
            Count = WordList.Count;
            MasteredCount = Count - UnMasteredCount;
        }
Example #2
0
 public override void Execute(int level)
 {
     var slots = new WDictionary<Slot>(new Dictionary<Slot, float>()
     {
         { Slot.body,4f },
         { Slot.helm, 4f },
         { Slot.Talisman, 2f },
     });
     var slot = slots.Random();
     base.Execute(level,slot);
 }
Example #3
0
 public override void Execute(int level)
 {
     var slots = new WDictionary<Slot>(new Dictionary<Slot, float>()
     {
         { Slot.magic_weapon,3f },
         { Slot.physical_weapon, 5f },
         { Slot.Talisman, 1f },
     });
     var slot = slots.Random();
     
     base.Execute(level,slot);
 }
Example #4
0
 public static QuestRewardType RandomQuestReward(QuestDifficulty d)
 {
     WDictionary<QuestRewardType> w = null;
     switch (d)
     {
         case QuestDifficulty.easy:
             w = new WDictionary<QuestRewardType>(new Dictionary<QuestRewardType, float>()
             {
                 { QuestRewardType.money, 70},{ QuestRewardType.materials, 40},{ QuestRewardType.crystal, 15},{ QuestRewardType.item, 5}
             });
             break;
         case QuestDifficulty.normal:
             w = new WDictionary<QuestRewardType>(new Dictionary<QuestRewardType, float>()
             {
                 { QuestRewardType.money, 70},{ QuestRewardType.materials, 50},{ QuestRewardType.crystal, 25},{ QuestRewardType.item, 10}
             });
             break;
         case QuestDifficulty.hard:
             w = new WDictionary<QuestRewardType>(new Dictionary<QuestRewardType, float>()
             {
                 { QuestRewardType.money, 50},{ QuestRewardType.materials, 30},{ QuestRewardType.crystal, 25},{ QuestRewardType.item, 15}
             });
             break;
         default:
             return QuestRewardType.money;
     }
     return w.Random();
 }
Example #5
0
 public static GiftType CalcGiftType(QuestDifficulty difficulty)
 {
     Dictionary<GiftType, float> d;
     switch (difficulty)
     {
         case QuestDifficulty.easy:
             d = new Dictionary<GiftType, float>()
             {
                 {GiftType.catalys, 9},
                 {GiftType.recepi, 8},
                 {GiftType.item, 2},
                 {GiftType.enchant, 8},
                 {GiftType.bonus, 4},
             };
             break;
         case QuestDifficulty.hard:
             d = new Dictionary<GiftType, float>()
             {
                 {GiftType.catalys, 7},
                 {GiftType.recepi, 6},
                 {GiftType.item, 2},
                 {GiftType.enchant, 9},
                 {GiftType.bonus, 5},
             };
             break;
         default:
             d = new Dictionary<GiftType, float>()
             {
                 {GiftType.catalys, 3},
                 {GiftType.recepi, 2},
                 {GiftType.item, 2},
                 {GiftType.enchant, 4},
                 {GiftType.bonus, 3},
             };
             break;
     }
     WDictionary<GiftType> gifts = new WDictionary<GiftType>(d);
     return gifts.Random();
 }
Example #6
0
 public static QuestDifficulty RandomQuestDifficulty()
 {
     WDictionary<QuestDifficulty> w = new WDictionary<QuestDifficulty>(new Dictionary<QuestDifficulty, float>()
     {
         {QuestDifficulty.easy,3},{QuestDifficulty.normal,4},{QuestDifficulty.hard,3},
     });
     return w.Random();
 }