public bool IsCharacterClass(ECharacterClass characterClass) { foreach (CharacterModel character in m_Characters.Values) { if (character.GetClass() == characterClass) { return(true); } } return(false); }
public int?CalculateDeathAge(ECharacterClass characterClass, bool isGameCreator = false) { //todo in future - check after class promotion if (characterClass == ECharacterClass.Elf || isGameCreator) { return(null); } var rnd = new Random(); return(rnd.Next(90, 101)); //90-100 }
public void SetClass(ECharacterClass newClass) { m_Class = newClass; }
public CharacterModel(string name, ECharacterClass newClass) { m_Name = name; m_Class = newClass; Build(); }
private int[] ConvertClass(int jobmask) { int[] bclass = new int[3]; // Nothing todo? if (jobmask == 0) { return(bclass); } // Fill shorthand list with all ECharacterClass values if (mClassBits.Count == 0) { string[] names = Enum.GetNames(typeof(ECharacterClass)); for (int i = 0; i < names.Length; i++) { ECharacterClass c = (ECharacterClass)Enum.Parse(typeof(ECharacterClass), names[i]); mClassBits.Add(c, 1 << (int)c); } } // Base classes if ((jobmask & mClassBits[ECharacterClass.Novice]) == mClassBits[ECharacterClass.Novice]) { // Both Novice/Super-Novice are counted with the same ID bclass[0] |= 1 << (int)EClass.Novice; bclass[1] |= 1 << (int)EClass.Novice; } for (int i = (int)ECharacterClass.Novice + 1; i <= (int)ECharacterClass.Thief; i++) { if ((jobmask & mClassBits[(ECharacterClass)i]) == mClassBits[(ECharacterClass)i]) { bclass[0] |= 1 << ((int)EClass.Novice + i); } } // 2-1 classes if ((jobmask & mClassBits[ECharacterClass.Knight]) == mClassBits[ECharacterClass.Knight]) { bclass[1] |= 1 << (int)EClass.Swordman; } if ((jobmask & mClassBits[ECharacterClass.Priest]) == mClassBits[ECharacterClass.Priest]) { bclass[1] |= 1 << (int)EClass.Acolyte; } if ((jobmask & mClassBits[ECharacterClass.Wizard]) == mClassBits[ECharacterClass.Wizard]) { bclass[1] |= 1 << (int)EClass.Mage; } if ((jobmask & mClassBits[ECharacterClass.Blacksmith]) == mClassBits[ECharacterClass.Blacksmith]) { bclass[1] |= 1 << (int)EClass.Merchant; } if ((jobmask & mClassBits[ECharacterClass.Hunter]) == mClassBits[ECharacterClass.Hunter]) { bclass[1] |= 1 << (int)EClass.Archer; } if ((jobmask & mClassBits[ECharacterClass.Assassin]) == mClassBits[ECharacterClass.Assassin]) { bclass[1] |= 1 << (int)EClass.Thief; } // 2-2 classes if ((jobmask & mClassBits[ECharacterClass.Crusader]) == mClassBits[ECharacterClass.Crusader]) { bclass[2] |= 1 << (int)EClass.Swordman; } if ((jobmask & mClassBits[ECharacterClass.Monk]) == mClassBits[ECharacterClass.Monk]) { bclass[2] |= 1 << (int)EClass.Acolyte; } if ((jobmask & mClassBits[ECharacterClass.Sage]) == mClassBits[ECharacterClass.Sage]) { bclass[2] |= 1 << (int)EClass.Mage; } if ((jobmask & mClassBits[ECharacterClass.Alchemist]) == mClassBits[ECharacterClass.Alchemist]) { bclass[2] |= 1 << (int)EClass.Merchant; } if ((jobmask & mClassBits[ECharacterClass.Bard]) == mClassBits[ECharacterClass.Bard]) { bclass[2] |= 1 << (int)EClass.Archer; } // Bard/Dancer share the same slot now. // if ((jobmask & mClassBits[ECharacterClass.DANCER]) == mClassBits[ECharacterClass.DANCER]) // bclass[2] |= 1<<EClass.ARCHER; if ((jobmask & mClassBits[ECharacterClass.Rogue]) == mClassBits[ECharacterClass.Rogue]) { bclass[2] |= 1 << (int)EClass.Thief; } // Special classes that don't fit above. if ((jobmask & 1 << 21) == 1 << 21) //Taekwon boy { bclass[0] |= 1 << (int)EClass.Taekwon; } if ((jobmask & 1 << 22) == 1 << 22) //Star Gladiator { bclass[1] |= 1 << (int)EClass.Taekwon; } if ((jobmask & 1 << 23) == 1 << 23) //Soul Linker { bclass[2] |= 1 << (int)EClass.Taekwon; } if ((jobmask & mClassBits[ECharacterClass.Gunslinger]) == mClassBits[ECharacterClass.Gunslinger]) { bclass[0] |= 1 << (int)EClass.Gunslinger; } if ((jobmask & mClassBits[ECharacterClass.Ninja]) == mClassBits[ECharacterClass.Ninja]) { bclass[0] |= 1 << (int)EClass.Ninja; } return(bclass); }
public AddToTeamAction(string characterName, ECharacterClass characterClass) { m_CharacterName = characterName; m_CharacterClass = characterClass; }