Example #1
0
File: Item.cs Project: myko/Eternia
        public Item(ItemDefinition itemDefinition)
            : this()
        {
            Name = itemDefinition.Name;
            Level = itemDefinition.Level;
            Rarity = itemDefinition.Rarity;
            Quality = itemDefinition.Quality;
            Slot = itemDefinition.Slot;
            ArmorClass = itemDefinition.ArmorClass;

            foreach (var statDefinition in itemDefinition.Statistics)
            {
                var stat = (StatBase)Activator.CreateInstance(statDefinition.StatType);
                stat.SetItemValue(itemDefinition.Level, itemDefinition.ArmorClass, ItemSlotHelper.ItemSlotModifier[(int)itemDefinition.Slot]);
                Statistics.Add(stat);
            }
        }
Example #2
0
        public ItemDefinition Generate(int itemLevel, ItemSlots slot, ItemRarities rarity)
        {
            var armorClass = randomizer.Next<ItemArmorClasses>();

            var item = new ItemDefinition();
            item.Level = itemLevel;
            item.Rarity = rarity;
            item.Quality = ItemQualities.Superior;
            item.Slot = slot;
            item.ArmorClass = armorClass;

            var slotName = ItemSlotHelper.ItemSlotNames[(int)slot, (int)armorClass];
            var slotModifier = ItemSlotHelper.ItemSlotModifier[(int)slot];

            var itemLevelMultiplier = (float)(Math.Pow(2, (double)itemLevel / 10.0)) * 0.5f;
            var armorClassHealthMultiplier = (float)(armorClass == ItemArmorClasses.Plate ? 4 : 1);
            var armorClassArmorMultipler = (float)Math.Pow(2, (int)armorClass);

            //var baseStatistics = new Statistics();
            //baseStatistics.Add(new Health(itemLevelMultiplier * armorClassHealthMultiplier * slotModifier * 25));
            //baseStatistics.Add(new DamageReduction { ArmorRating = (int)(itemLevelMultiplier * armorClassArmorMultipler * slotModifier * 25)});
            item.Statistics.Add(new StatDefinition(typeof(Health)));
            item.Statistics.Add(new StatDefinition(typeof(Armor)));

            if (rarity > ItemRarities.Common)
            {
                var prefix = string.Empty;
                var suffix = string.Empty;
                //var statistics = new Statistics();

                for (int i = (int)rarity + 1; i > 0;)
                {
                    var modifier = randomizer.From(ItemModifier.AllModifiers.Where(m => m.Rank <= i && m.Slots.Contains(slot) && m.ArmorClasses.Contains(armorClass)).ToArray());

                    if (string.IsNullOrEmpty(prefix))
                        prefix = modifier.Prefix;
                    else if (string.IsNullOrEmpty(suffix))
                        suffix = modifier.Suffix;

                    //statistics = statistics + modifier.Statistics * itemLevelMultiplier * slotModifier * 6.25f;

                    foreach (var stat in modifier.Statistics)
                    {
                        var statType = stat.GetType();
                        if (!item.Statistics.Any(x => x.StatType == statType))
                            item.Statistics.Add(new StatDefinition(statType));
                    }

                    i -= modifier.Rank;
                }

                //item.Statistics = baseStatistics + statistics;
                item.Name = string.Format("{0} {1} {2}", prefix, slotName, suffix);
            }
            else
            {
                var quality = randomizer.Next<ItemQualities>();
                item.Name = quality.ToString() + " " + slotName;
                item.Quality = quality;
            }

            return item;
        }