Exemple #1
0
 public WeaponChecker(ISBCheckerBaseInput sbCheckerBaseInput, IEquipmentData equipmentData, INaturalWeaponBusiness naturalWeaponBusiness,
                      IWeaponBusiness weaponBusiness)
 {
     _sbCheckerBaseInput    = sbCheckerBaseInput;
     _equipmentData         = equipmentData;
     _naturalWeaponBusiness = naturalWeaponBusiness;
     _weaponBusiness        = weaponBusiness;
 }
 public ACModParser(ISBCheckerBaseInput sbCheckerBaseInput, IEquipmentData equipmentData,
                    IArmorClassData armorClassData, ref int acDefendingMod, int sizeMod)
 {
     _sbCheckerBaseInput = sbCheckerBaseInput;
     _equipmentData      = equipmentData;
     _abilityScores      = _sbCheckerBaseInput.AbilityScores;
     _acDefendingMod     = acDefendingMod;
     _sizeMod            = sizeMod;
     _armorClassData     = armorClassData;
 }
 public WeaponCommon(ISBCheckerBaseInput sbCheckerBaseInput, IEquipmentData equipmentData, INaturalWeaponBusiness naturalWeaponBusiness)
 {
     _sbCheckerBaseInput    = sbCheckerBaseInput;
     _equipmentData         = equipmentData;
     _naturalWeaponBusiness = naturalWeaponBusiness;
     RaceName        = _sbCheckerBaseInput.Race_Base.Name();
     DontUseRacialHD = _sbCheckerBaseInput.MonsterSB.DontUseRacialHD;
     RaceBaseType    = _sbCheckerBaseInput.Race_Base.RaceBaseType;
     HasRaceBase     = _sbCheckerBaseInput.Race_Base == null ? false : true;
 }
 public RangedWeaponChecker(ISBCheckerBaseInput sbCheckerBaseInput, IEquipmentData equipmentData,
                            ISizeData sizeData, INaturalWeaponBusiness naturalWeaponBusiness, IWeaponBusiness weaponBusiness)
 {
     _sbCheckerBaseInput    = sbCheckerBaseInput;
     _equipmentData         = equipmentData;
     _naturalWeaponBusiness = naturalWeaponBusiness;
     _weaponBusiness        = weaponBusiness;
     _baseAtk       = _sbCheckerBaseInput.MonsterSB.BaseAtk;
     _size          = _sbCheckerBaseInput.MonsterSB.Size;
     _sizeMod       = sizeData.SizeMod;
     _racialHDValue = _sbCheckerBaseInput.Race_Base.RacialHDValue();
     _raceWeapons   = _sbCheckerBaseInput.Race_Base.RaceWeapons();
     _weaponChecker = new WeaponChecker(_sbCheckerBaseInput, _equipmentData, _naturalWeaponBusiness, _weaponBusiness);
 }
 public EquipmentParser(ISBCheckerBaseInput sbCheckerBaseInput, ISizeData sizeData, IArmorClassData armorClassData,
                        IEquipmentData equipmentData, IMagicItemStatBlockBusiness magicItemStatBlockBusiness, IWeaponBusiness weaponBusiness,
                        IArmorBusiness armorBusiness, IEquipmentGoodsBusiness equipmentGoodsBusiness)
 {
     _sbCheckerBaseInput               = sbCheckerBaseInput;
     _sizeData                         = sizeData;
     _equipmentData                    = equipmentData;
     _equipmentData.Weapons            = new Dictionary <IEquipment, int>();
     _equipmentData.Armor              = new Dictionary <IEquipment, int>();
     _equipmentData.EquipementRoster   = new Dictionary <IEquipment, int>();
     _equipmentData.MagicItemAbilities = new List <MagicItemAbilitiesWrapper>();
     _armorClassData                   = armorClassData;
     _magicItemStatBlockBusiness       = magicItemStatBlockBusiness;
     _weaponBusiness                   = weaponBusiness;
     _armorBusiness                    = armorBusiness;
     _equipmentGoodsBusiness           = equipmentGoodsBusiness;
 }
Exemple #6
0
 public SavesChecker(ISBCheckerBaseInput sbCheckerBaseInput, IEquipmentData equipmentData)
 {
     _sbCheckerBaseInput = sbCheckerBaseInput;
     _equipmentData      = equipmentData;
 }
 public ShoppingCartModel(IEquipmentData equipmentData, ICustomerData customerData)
 {
     this.EquipmentData = equipmentData;
     this.CustomerData  = customerData;
 }
Exemple #8
0
 public ListModel(IEquipmentData equipmentData)
 {
     this.EquipmentData = equipmentData;
 }
        public static void ForceLevelUp(this AiCharacterXml myCharacter, ICharacterLevels characterLevels,
                                        IEquipmentData equipments, ICivilizations civilizations, int level)
        {
            myCharacter.CurrentAge = 1;

            myCharacter.Level = 1;

            myCharacter.Xp = 0;

            myCharacter.SkillPoints = 0;

            myCharacter.ActiveTechs.Clear();

            if (level > characterLevels.MaxLevel)
            {
                level = characterLevels.MaxLevel;
            }

            if (level < 1)
            {
                level = 1;
            }

            var regions = new HashSet <int> {
                0
            };

            foreach (var lvl in characterLevels.Gets(key => key.Level <= level)
                     .OrderBy(key => key.Level))
            {
                if (lvl.AgeUpEffect?.EnableAge > myCharacter.CurrentAge)
                {
                    myCharacter.CurrentAge = (byte)lvl.AgeUpEffect.EnableAge;
                }

                if (lvl.SkillPointsEffect?.SkillPoints > 0)
                {
                    myCharacter.SkillPoints += lvl.SkillPointsEffect.SkillPoints;
                }

                if (lvl.UnlockRegionEffect != null)
                {
                    foreach (var region in lvl.UnlockRegionEffect)
                    {
                        regions.Add(region.Id);
                    }
                }

                myCharacter.Xp = lvl.Xp;
            }

            //myCharacter.UnlockedRegion = UnlockedRegions.GetUnlockedRegion(regions);

            foreach (var equipment in equipments.Gets(key => key.Civilization == myCharacter.CivId)
                     .OrderBy(key => key.Id))
            {
                var ranks = equipment.Ranks.Gets().ToArray();
                for (var index = 0; index < equipment.MaxRank; index++)
                {
                    var rank = ranks[index];
                    var tech = rank.Tech;

                    if (equipment.GrantedAtLevel && equipment.GrantingLevel <= level ||
                        equipment.QuestReward && equipment.AgeRequirement <= myCharacter.CurrentAge)
                    {
                        var status = !equipment.BldOrUnit ? TechStatusEnum.Obtainable : TechStatusEnum.Active;

                        if (string.IsNullOrWhiteSpace(tech))
                        {
                            var ageTech = civilizations.Get(myCharacter.CivId).Agetech
                                          .First(key => key.Tierequipmentid == equipment.Id);

                            if (!equipment.BldOrUnit)
                            {
                                status = string.Equals(ageTech.Age, "Age0", StringComparison.OrdinalIgnoreCase)
                                    ? TechStatusEnum.Active
                                    : TechStatusEnum.Obtainable;
                            }

                            tech = ageTech.Tech;
                        }

                        myCharacter.ActiveTechs.AddOrUpdate(tech, status);
                    }
                    else
                    {
                        TechStatusEnum status;
                        if (equipment.AgeRequirement <= myCharacter.CurrentAge)
                        {
                            status = !equipment.BldOrUnit ? TechStatusEnum.Obtainable : TechStatusEnum.Active;
                            if (rank.Cost > 0)
                            {
                                myCharacter.SkillPoints -= rank.Cost;
                            }
                        }
                        else
                        {
                            status = TechStatusEnum.Unobtainable;
                        }

                        myCharacter.ActiveTechs.AddOrUpdate(tech, status);
                    }
                }
            }
        }
Exemple #10
0
 public ResistanceChecker(ISBCheckerBaseInput sbCheckerBaseInput, IEquipmentData equipmentData)
 {
     _sbCheckerBaseInput = sbCheckerBaseInput;
     _equipmentData      = equipmentData;
 }