public NPCDefinition() { name = new FantasyName(); gender = Gender.None; species = Species.None; size = BodySize.None; faction = Faction.None; key = ""; model = ""; minLevel = 0; maxLevel = 0; expPerLevel = 0; baseStart = new List <int>(); BasePerLevel = new List <GameValue>(); derivedPerLevel = new List <GameValue>(); skillStart = new List <int>(); skillPerLevel = new List <GameValue>(); baseResistances = new List <int>(); resistancePerLevel = new List <GameValue>(); abilities = new List <Ability>(); inventory = new CharacterInventory(); }
public static string Generate(int prefix_chance, FantasyName name, Gender gender, string race) { string prefix = ""; if (Random.Range(0, 100) < prefix_chance) { prefix = NamePrefix[Random.Range(0, NamePrefix.Length)]; } return(prefix); }
public static string Generate(int postfix_chance, FantasyName name, Gender gender, string profession) { string postfix = ""; if (Random.Range(0, 100) < postfix_chance) { postfix = NamePostfix[Random.Range(0, NamePostfix.Length)]; } return(postfix); }
public static FantasyName Get(Gender gender, string race, string profession) { FantasyName name = new FantasyName(); name.FirstName = FirstName.Generate(name, race); name.LastName = LastName.Generate(name, profession); name.Title = PrefixName.Generate(50, name, gender, race); name.Postfix = PostfixName.Generate(50, name, gender, race); name.Land = LandName.Generate(name, race); return(name); }
public PcData() { wealth = 0; upkeep = new UpkeepData(); name = new FantasyName(); gender = Gender.None; background = null; status = PcStatus.Idle; faction = Faction.Player; raceKey = ""; professionKey = ""; description = ""; listIndex = -1; partyIndex = -1; hair = "Hair 01"; beard = ""; maxAccessories = 1; level = 0; experience = 0; expToLevel = 0; maxExp = 0; expBonus = 0; attributes = new AttributeManager(); for (int i = 0; i < (int)BaseAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Base, new Attribute(AttributeType.Base, i, 1)); } for (int i = 0; i < (int)DerivedAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Derived, new Attribute(AttributeType.Derived, i, 0)); } for (int i = 0; i < (int)DamageType.Number; i++) { attributes.AddAttribute(AttributeListType.Resistance, new Attribute(AttributeType.Resistance, i, 0)); } for (int i = 0; i < (int)Skill.Number; i++) { attributes.SetSkill(new Attribute(AttributeType.Skill, i, 0)); } abilities = new CharacterAbilities(); inventory = new CharacterInventory(); }
public PcData(FantasyName name, Gender gender, int level, string raceKey, string professionKey, string hair, string beard, int listIndex, int partyIndex, int power_slots, int spell_slots) { wealth = 0; upkeep = new UpkeepData(); this.name = name; this.gender = gender; this.raceKey = raceKey; this.professionKey = professionKey; this.listIndex = listIndex; this.partyIndex = partyIndex; this.hair = hair; this.beard = beard; maxAccessories = Random.Range(1, 4); level = 0; experience = 0; expToLevel = 0; maxExp = 0; expBonus = 0.0f; attributes = new AttributeManager(); for (int i = 0; i < (int)BaseAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Base, new Attribute(AttributeType.Base, i, 1)); } for (int i = 0; i < (int)DerivedAttribute.Number; i++) { attributes.AddAttribute(AttributeListType.Derived, new Attribute(AttributeType.Derived, i, 0)); } for (int i = 0; i < (int)DamageType.Number; i++) { attributes.AddAttribute(AttributeListType.Resistance, new Attribute(AttributeType.Resistance, i, 0)); } for (int i = 0; i < (int)Skill.Number; i++) { attributes.SetSkill(new Attribute(AttributeType.Skill, i, 0)); } abilities = new CharacterAbilities(this, power_slots, spell_slots); inventory = new CharacterInventory(); faction = Faction.Player; }
public static string Generate(FantasyName name, string profession) { string lastName = ""; if (Random.Range(0, 100) < 50) { lastName = LastNamesPart1[Random.Range(0, LastNamesPart1.Length)] + LastNamesPart2[Random.Range(0, LastNamesPart2.Length)]; } else { lastName = LastNamesPart1[Random.Range(0, LastNamesPart1.Length)] + LastNamesPart2[Random.Range(0, LastNamesPart2.Length)]; } return(lastName); }
public static string Generate(FantasyName name, string race) { string firstName = ""; if (Random.Range(0, 100) < 50) { firstName = FirstNames[Random.Range(0, FirstNames.Length)]; } else { firstName = FirstNamesPart1[Random.Range(0, FirstNamesPart1.Length)] + FirstNamesPart2[Random.Range(0, FirstNamesPart2.Length)]; } return(firstName); }
public NPCDefinition(FantasyName name, Species species, BodySize size, Gender gender, string key, string model, Faction faction, int minLevel, int maxLevel, int expPerLevel) { this.name = name; this.species = species; this.size = size; this.gender = gender; this.key = key; this.model = model; this.faction = faction; this.minLevel = minLevel; this.maxLevel = maxLevel; this.expPerLevel = expPerLevel; baseStart = new List <int>(); BasePerLevel = new List <GameValue>(); for (int i = 0; i < (int)BaseAttribute.Number; i++) { baseStart.Add(0); BasePerLevel.Add(new GameValue()); } derivedPerLevel = new List <GameValue>(); for (int i = 0; i < (int)DerivedAttribute.Number; i++) { derivedPerLevel.Add(new GameValue()); } skillStart = new List <int>(); skillPerLevel = new List <GameValue>(); for (int i = 0; i < (int)Skill.Number; i++) { skillStart.Add(0); skillPerLevel.Add(new GameValue()); } baseResistances = new List <int>(); resistancePerLevel = new List <GameValue>(); for (int i = 0; i < (int)DamageType.Number; i++) { baseResistances.Add(0); resistancePerLevel.Add(new GameValue()); } abilities = new List <Ability>(); inventory = new CharacterInventory(); }
public static string Generate(FantasyName name, string race) { string landName = ""; int weight = GetWeight(); if (weight < 33) { landName = "of " + GetRandomElement(LandsPart1) + " " + GetRandomElement(LandsPart2); } if (weight < 66) { landName = "of " + GetRandomElement(LandsPartA) + GetRandomElement(LandsPartB); } landName = "of " + GetRandomElement(LandsPartA) + GetRandomElement(LandsPartB) + " " + GetRandomElement(LandsPart2); return(landName); }
public Expression <Func <Company, bool> >[] GetSearchExpressions() { List <Expression <Func <Company, bool> > > expressions = new List <Expression <Func <Company, bool> > >(); if (!string.IsNullOrEmpty(CNPJ)) { expressions.Add(x => x.CNPJ.ToLower().Contains(CNPJ.ToLower())); } if (!string.IsNullOrEmpty(FantasyName)) { expressions.Add(x => x.FantasyName.ToLower().Contains(FantasyName.ToLower())); } if (!string.IsNullOrEmpty(CompanyName)) { expressions.Add(x => x.CompanyName.ToLower().Contains(CompanyName.ToLower())); } return(expressions.ToArray()); }
public void Normalize() { if (!String.IsNullOrEmpty(Cnpj)) { Cnpj = new String(Cnpj.Where(Char.IsDigit).ToArray()); } if (!String.IsNullOrEmpty(Name)) { Name = Name.ToUpper(); } if (!String.IsNullOrEmpty(FantasyName)) { Name = FantasyName.ToUpper(); } if (String.IsNullOrEmpty(FantasyName)) { FantasyName = Name; } }
public async Task <Model.Services.Common.Result> ListByName([FromBody] FantasyName fantasyName) { try { Model.Services.Common.Result result = new Model.Services.Common.Result(); result.Data = await _companyService.ListByName(fantasyName); result.Success = true; result.ResultMessage = "Empresas listadas com sucesso"; return(result); } catch (Exception ex) { return(new Model.Services.Common.Result() { Success = false, ResultMessage = $"Ocorreu um erro durante a operação, Descricao: {ex.Message}" }); } }
public Task <CompanyRequest> ListByName(FantasyName FantasyName) { var empresa = _emprRepository.ListByFantasyName( new Empresa() { FantasyName = FantasyName.fantasyName } ); var taxas = _taxRepository.ListByCompany( new Tax() { IdCompany = Convert.ToInt32(empresa.id) } ); CompanyRequest request = new CompanyRequest() { Empresa = empresa, Taxas = taxas }; return(Task.FromResult(request)); }