public Player GenerateNewPlayer(ChampionClass championClass, string name) { Player result = null; Equipment equipment = new Equipment(); List <Item> items = new List <Item>(); switch (championClass) { case ChampionClass.Mage: { result = new Player(championClass, ChampionType.Normal, name, 0, 1, StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.Normal), StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaIncrease), //magic StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //ranged StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //melle StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //dexterity StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaIncrease), //inteli StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //streng false, equipment, items); break; } case ChampionClass.Range: { result = new Player(championClass, ChampionType.Normal, name, 0, 1, StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.Normal), StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //magic StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaIncrease), //ranged StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //melle StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaIncrease), //dexterity StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //inteli StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //streng false, equipment, items); break; } case ChampionClass.Warrior: { result = new Player(championClass, ChampionType.Normal, name, 0, 1, StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.Normal), StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //magic StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //ranged StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaIncrease), //melle StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //dexterity StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaDecrease), //inteli StatisticsGenerator.GenerateChampionStatistics(1, championClass, StatisticsGeneratorBoostType.MegaIncrease), //streng false, equipment, items); break; } } return(result); }
public Champion GenerateChampion(int level, ChampionClass championClass, ChampionType championType) { Champion result = null; Equipment equipment = new Equipment(); List <Item> items = new List <Item>(); switch (championClass) { case ChampionClass.Mage: { result = new Champion(championClass, championType, string.Empty, this.GenerateExperience(level), level, StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.Normal), StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaIncrease), //magic StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //ranged StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //melle StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //dexterity StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaIncrease), //inteli StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //streng false, equipment, items); break; } case ChampionClass.Range: { result = new Champion(championClass, championType, string.Empty, this.GenerateExperience(level), level, StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.Normal), StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //magic StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaIncrease), //ranged StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //melle StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaIncrease), //dexterity StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //inteli StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //streng false, equipment, items); break; } case ChampionClass.Warrior: { result = new Champion(championClass, championType, string.Empty, this.GenerateExperience(level), level, StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.Normal), StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //magic StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //ranged StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaIncrease), //melle StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //dexterity StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaDecrease), //inteli StatisticsGenerator.GenerateChampionStatistics(level, championClass, StatisticsGeneratorBoostType.MegaIncrease), //streng false, equipment, items); break; } } return(result); }
public Player(ChampionClass championClass, ChampionType championType, string name, int experience, int level, Statistics vitality, Statistics magicArmor, Statistics rangedArmor, Statistics melleArmor, Statistics dexterity, Statistics intelligence, Statistics strength, bool illness, Equipment equipment, List <Item> bagpack) : base(championClass, championType, name, experience, level, vitality, magicArmor, rangedArmor, melleArmor, dexterity, intelligence, strength, illness, equipment, bagpack) { this.MaxCapacity = 100; this.Team = new Champion[3]; for (int i = 0; i < this.Team.Length; i++) { this.Team[i] = new Champion(); } }
public Champion(ChampionName name, int cost, int tierList, int level, ChampionOrigin originOne, ChampionOrigin originTwo, ChampionClass classOne, ChampionClass classTwo, Item[] preferedItems, int[] prefferedPos) { this.name = name; this.cost = cost; this.tierList = tierList; this.level = level; this.originOne = originOne; this.originTwo = originTwo; this.classOne = classOne; this.classTwo = classTwo; this.preferedItems = preferedItems; this.prefferedPos = prefferedPos; }
public static Statistics GenerateChampionStatistics(int level, ChampionClass championClass, StatisticsGeneratorBoostType boost) { Statistics result = null; int basicValue = 0; switch (boost) { case StatisticsGeneratorBoostType.Decrease: { basicValue = CryptoRandom.Next((int)(6 * Math.Pow(1.1, level)), (int)(11 * Math.Pow(1.1, level))); break; } case StatisticsGeneratorBoostType.Increase: { basicValue = CryptoRandom.Next((int)(14 * Math.Pow(1.1, level)), (int)(19 * Math.Pow(1.1, level))); break; } case StatisticsGeneratorBoostType.Normal: { basicValue = CryptoRandom.Next((int)(10 * Math.Pow(1.1, level)), (int)(15 * Math.Pow(1.1, level))); break; } case StatisticsGeneratorBoostType.Zero: { basicValue = 0; break; } case StatisticsGeneratorBoostType.MegaDecrease: { basicValue = CryptoRandom.Next((int)(2 * Math.Pow(1.1, level)), (int)(7 * Math.Pow(1.1, level))); break; } case StatisticsGeneratorBoostType.MegaIncrease: { basicValue = CryptoRandom.Next((int)(18 * Math.Pow(1.1, level)), (int)(23 * Math.Pow(1.1, level))); break; } } result = new Statistics(basicValue); return(result); }
//CONSTRUCTORS************************************************************ public Champion(ChampionClass championClass, ChampionType championType, string name, int experience, int level, Statistics vitality, Statistics magicArmor, Statistics rangedArmor, Statistics melleArmor, Statistics dexterity, Statistics intelligence, Statistics strength, bool illness, Equipment equipment, List <Item> bagpack) { this.Name = name; this.ChampionClass = championClass; this.ChampionType = championType; this.Experience = experience; this.Level = level; this.Vitality = vitality; this.MagicArmor = magicArmor; this.RangedArmor = rangedArmor; this.MelleArmor = melleArmor; this.Dexterity = dexterity; this.Intelligence = intelligence; this.Strength = strength; this.IsIllness = illness; this.Equipment = equipment; this.Bagpack = new List <Item>(bagpack); CalculateHash(); }
public Class(int[] champValue, ChampionClass name) { this.champValue = champValue; this.name = name; }