Exemple #1
0
        public void GenerateRelatedItems(int number = 0, ItemType?type = null)
        {
            Items = new List <Item>();
            // ensure no null reference.
            // todo handle this better
            if (number == 0 && MundaneAmount == null)
            {
                MundaneAmount = new Dice(0, 0);
            }
            var         amount   = number == 0 ? MundaneAmount.Roll() : number;
            List <Item> genItems = new List <Item>(amount);

            //if (type.HasValue)
            //{

            //    ItemType swType = type.Value;

            //    switch (swType)
            //    {
            //        case ItemType.Ammo:
            //            genItems.AddRange(Ammunition);
            //            break;
            //        case ItemType.Armor:
            //            genItems.AddRange(Armor);
            //            genItems.AddRange(LightArmor);
            //            genItems.AddRange(MediunArmor);
            //            break;
            //        case ItemType.Weapon:
            //            genItems.AddRange(Weapons);
            //            break;
            //        case ItemType.Gear:
            //            genItems.AddRange(AdventuringGear);
            //            break;
            //        default:
            //            break;
            //    }
            //}
            //else
            //{
            //    genItems = StaticData.Instance.AllItems;
            //}
            genItems = StaticData.RangedWeapons.Select(p => p.Value).ToList();
            var ran = new Random();

            for (int i = 0; i < amount; i++)
            {
                var tempItem = genItems[ran.Next(0, genItems.Count)];
                if (tempItem.RelatedItems.Count > 0)
                {
                    // TODO limit amount generated when generating related items
                    foreach (var relIt in tempItem.RelatedItems)
                    {
                        Items.Add(StaticData.Instance.AllCombinedItems[relIt]);
                    }
                }
                Items.Add(tempItem);
            }
        }
Exemple #2
0
        public void GenerateMundaneItems(int number = 0, ItemType?type = null)
        {
            MundaneItems = new List <string>();
            // ensure no null reference.
            // todo handle this better
            if (number == 0 && MundaneAmount == null)
            {
                MundaneAmount = new Dice(0, 0);
            }
            List <string> genItems = new List <string>();

            if (type.HasValue)
            {
                ItemType swType = type.Value;

                switch (swType)
                {
                case ItemType.Ammo:
                    genItems.AddRange(Ammunition);
                    break;

                case ItemType.Armor:
                    genItems.AddRange(Armor);
                    genItems.AddRange(LightArmor);
                    genItems.AddRange(MediunArmor);
                    break;

                case ItemType.Weapon:
                    genItems.AddRange(Weapons);
                    break;

                case ItemType.Gear:
                    genItems.AddRange(AdventuringGear);
                    break;

                default:
                    break;
                }
            }
            else
            {
                genItems = StaticData.Instance.AllItems;
            }
            var ran    = new Random();
            var amount = number == 0 ? MundaneAmount.Roll() : number;

            for (int i = 0; i < amount; i++)
            {
                MundaneItems.Add(genItems[ran.Next(0, genItems.Count)]);
            }
        }
Exemple #3
0
        public void GenerateMundaneItems(int number = 0, StaticData.ItemType?type = null)
        {
            MundaneItems = new List <string>();
            // ensure no null reference.
            // todo handle this better
            if (number == 0 && MundaneAmount == null)
            {
                MundaneAmount = new Dice(0, 0);
            }
            List <string> genItems = new List <string>();

            if (type.HasValue)
            {
                StaticData.ItemType swType = type.Value;

                genItems = (swType) switch
                {
                    StaticData.ItemType.Ammo => StaticData.Ammunition,
                    StaticData.ItemType.Armor => throw new NotImplementedException(),
                          StaticData.ItemType.Weapon => throw new NotImplementedException(),
                                StaticData.ItemType.Gear => throw new NotImplementedException(),
                                      _ => throw new NotImplementedException()
                };
            }
            else
            {
                genItems = StaticData.Instance.AllItems;
            }
            var ran    = new Random();
            var amount = number == 0 ? MundaneAmount.Roll() : number;

            for (int i = 0; i < amount; i++)
            {
                MundaneItems.Add(genItems[ran.Next(0, genItems.Count)]);
            }
        }