// -------------------------------------------------------------------------------------------------------------------------------- /// <summary> /// Default CTOR creates an invalid average bald, other gendered human without any skills and a all characteristics 1 /// </summary> public PlayerCharacter() : base() { _name = "INVALID_PLAYER_CHARACTER"; _motivationSet = new MotivationSet(); _criticalInjuries = new List <CriticalInjury>(); _strain = new ThresholdValue(); _careerSkills = new List <SkillEnum>(); WfLogger.Log(this, LogLevel.DETAILED, "Created new PlayerCharacter from default"); }
public Nemesis(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics, Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance, GenderEnum _gender, List <GenderEnum> _genderPreferences, int _relationshipToParty, List <CriticalInjury> _criticalInjuries, string _name, MotivationSet _motivationSet, ThresholdValue _strain) : base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender, _genderPreferences, _relationshipToParty, _criticalInjuries, _name, _motivationSet) { this._strain = (_strain == null || _strain._threshold == 0) ? new ThresholdValue(SpeciesHandler.GetInitialStrain(this._species._enum)) : _strain; WfLogger.Log(this, LogLevel.DETAILED, "Created new Nemesis " + this._name); }
// -------------------------------------------------------------------------------------------------------------------------------- /// <summary> /// Creates a copy of the given UniqueRival /// </summary> /// <param name="other">if null, a default unique rival is created</param> public UniqueRival(UniqueRival other) : this() { if (other == null) { return; } _name = other._name; _motivationSet = new MotivationSet(other._motivationSet); WfLogger.Log(this, LogLevel.DETAILED, "Created new Unique Rival from another"); }
public UniqueRival(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics, Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance, GenderEnum _gender, List <GenderEnum> _genderPreferences, int _relationshipToParty, List <CriticalInjury> _criticalInjuries, string _name, MotivationSet _motivationSet) : base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender, _genderPreferences, _relationshipToParty, _criticalInjuries) { this._name = (_name == null || _name == "") ? "NOT_VALID" : _name; this._motivationSet = (_motivationSet == null) ? new MotivationSet() : _motivationSet; WfLogger.Log(this, LogLevel.DETAILED, "Created new Unique Rival: " + this._name); }
// -------------------------------------------------------------------------------------------------------------------------------- /// <summary> /// Creates a copy of the given PlayerCharacter /// </summary> /// <param name="other">if null, a default Player Character is created</param> public PlayerCharacter(PlayerCharacter other) : this() { if (other == null) { return; } _name = other._name; _motivationSet = new MotivationSet(other._motivationSet); _criticalInjuries = new List <CriticalInjury>(other._criticalInjuries); _strain = new ThresholdValue(other._strain); _careerSkills = new List <SkillEnum>(other._careerSkills); WfLogger.Log(this, LogLevel.DETAILED, "Created new PlayerCharacter from another"); }
public PlayerCharacter(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics, Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance, GenderEnum _gender, List <GenderEnum> _genderPreferences, string _name, MotivationSet _motivationSet, List <CriticalInjury> _criticalInjuries, ThresholdValue _strain, List <SkillEnum> _careerSkills) : base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender, _genderPreferences) { this._name = (_name == null || _name == "") ? "NOT_VALID" : _name; this._motivationSet = (_motivationSet == null) ? new MotivationSet() : _motivationSet; this._criticalInjuries = (_criticalInjuries == null) ? new List <CriticalInjury>() : _criticalInjuries; this._strain = (_strain == null) ? SpeciesHandler.GetInitialStrain(this._species._enum) : _strain; this._careerSkills = (_careerSkills == null) ? new List <SkillEnum>() : _careerSkills; WfLogger.Log(this, LogLevel.DETAILED, "Created new PlayerCharacter " + this._name); }