Esempio n. 1
0
        public List <Job> GenerateJobsFor(Ninja ninja)
        {
            List <Job> listOfJobs = new List <Job>();

            var physicalJobNames = PhysicalWorkEnum.GetNames(typeof(PhysicalWorkEnum));

            foreach (var jobName in physicalJobNames)
            {
                PhysicalWorkEnum job = (PhysicalWorkEnum)Enum.Parse(typeof(PhysicalWorkEnum), jobName);
                if ((int)job >= (ninja.ForceLevel - 1) &&
                    (int)job <= (ninja.ForceLevel + 1))
                {
                    listOfJobs.Add(new PhysicalJob(job));
                }
            }

            var headworkNames = HeadworkEnum.GetNames(typeof(HeadworkEnum));

            foreach (var jobName in headworkNames)
            {
                HeadworkEnum job = (HeadworkEnum)Enum.Parse(typeof(HeadworkEnum), jobName);
                if ((int)job >= (ninja.MentalLevel - 1) &&
                    (int)job <= (ninja.MentalLevel + 1))
                {
                    listOfJobs.Add(new MentalJob(job));
                }
            }

            var balancedJobNames = BalancedJobEnum.GetNames(typeof(BalancedJobEnum));

            foreach (var jobName in balancedJobNames)
            {
                BalancedJobEnum job = (BalancedJobEnum)Enum.Parse(typeof(BalancedJobEnum), jobName);
                if ((int)job >= (((ninja.ForceLevel + ninja.MentalLevel) / 2) - 1) &&
                    (int)job <= (((ninja.ForceLevel + ninja.MentalLevel) / 2) + 1))
                {
                    listOfJobs.Add(new BalancedJob(job));
                }
            }

            return(listOfJobs);
        }
Esempio n. 2
0
 public BalancedJob(BalancedJobEnum job)
 {
     this.JobLevel      = (int)job;
     this.Possition     = JobPositions[job];
     this.JobFightRules = FightRulesEnum.BalancedFight;
 }
 public BalancedJob(BalancedJobEnum job)
 {
     this.JobLevel = (int)job;
     this.Possition = JobPositions[job];
     this.JobFightRules = FightRulesEnum.BalancedFight;
 }