Esempio n. 1
0
    public GameObject CreateRandomPoolItem()
    {
        GameObject item = GameObject.Instantiate(prefabs[Random.Range(0, prefabs.Count)], poolParent);

        item.AddComponent <PoolChild>().Pool = this;
        item.SetActive(false);
        ItemPool.Add(item);
        return(item);
    }
        /// <summary>
        /// will fill the item pool with default
        /// </summary>
        /// <returns></returns>
        public bool fillItemPool()
        {
            ItemModel        temp = new ItemModel();
            List <ItemModel> item = Services.DefaultData.LoadData(temp);

            foreach (ItemModel i in item)
            {
                ItemPool.Add(i);
            }
            return(true);
        }
Esempio n. 3
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        /// <summary>
        /// Monster experience a critical miss.
        /// Since monsters don't equip items, critical miss is slightly different than characters.
        /// After rolling a critical miss. Roll a 10 sided dice. The following things can happen.
        /// Roll Value
        ///     1-6, Monster drops an item from one of its pockets.
        ///          If it has no items in any pockets, it drops a random item.
        ///          The dropped item is added to the item pool.
        ///     7-10, Nothing bad happens, luck was with the attacker
        /// </summary>
        /// <param name="monster"></param>
        /// <returns></returns>
        public bool MonsterCriticalMiss(MonsterModel monster)
        {
            // roll dice to determine event
            var d10 = DiceHelper.RollDice(1, 10);

            // Drop an item
            if (d10 <= 6)
            {
                // randomly check a monster's item pocket
                var d3 = DiceHelper.RollDice(1, 3);

                if (d3 == 1)
                {
                    var item = ItemIndexViewModel.Instance.GetItem(monster.ItemPocket1);
                    monster.ItemPocket1 = string.Empty;
                    if (item == null)
                    {
                        item = ItemIndexViewModel.Instance.GetRandomItem();
                    }
                    ItemPool.Add(item);
                    BattleMessages.CriticalMissMessage = "Critical miss! " + monster.Name
                                                         + " dropped " + item.Name + " in item pool!";
                }

                if (d3 == 2)
                {
                    var item = ItemIndexViewModel.Instance.GetItem(monster.ItemPocket2);
                    monster.ItemPocket2 = string.Empty;
                    if (item == null)
                    {
                        item = ItemIndexViewModel.Instance.GetRandomItem();
                    }
                    ItemPool.Add(item);
                    BattleMessages.CriticalMissMessage = "Critical miss! " + monster.Name
                                                         + " dropped " + item.Name + " in item pool!";
                }

                if (d3 == 3)
                {
                    var item = ItemIndexViewModel.Instance.GetItem(monster.ItemPocket3);
                    monster.ItemPocket3 = string.Empty;
                    if (item == null)
                    {
                        item = ItemIndexViewModel.Instance.GetRandomItem();
                    }
                    ItemPool.Add(item);
                    BattleMessages.CriticalMissMessage = "Critical miss! " + monster.Name
                                                         + " dropped " + item.Name + " in item pool!";
                }
            }

            return(true);
        }
Esempio n. 4
0
        private async Task <T> FindOrCreateLoader()
        {
            T firstFound;

            switch (BalancingMethod)
            {
            case BalancingMethods.Random:
                if (_loadingRandom == null)
                {
                    _loadingRandom = new Random();
                }

                CurrentIndex = _loadingRandom.Next(0, ItemPool.Count());
                break;

            case BalancingMethods.MaxCount:
                int maxedCount = 0;
                for (var i = 0; i < ItemPool.Count(); i++)
                {
                    var openItem = ItemPool.ElementAt(i);
                    if (openItem.ActiveCount >= openItem.MaxCount)
                    {
                        maxedCount++;
                    }
                    else
                    {
                        CurrentIndex = i;
                        break;
                    }
                }
                if (maxedCount == ItemPool.Count())
                {
                    var newItem = new T();
                    ItemPool.Add(newItem);
                    CurrentIndex = ItemPool.Count() - 1;
                }
                break;

            default:
                if (CurrentIndex >= ItemPool.Count())
                {
                    CurrentIndex = 0;
                }
                break;
            }


            firstFound = ItemPool.ElementAt(CurrentIndex);

            CurrentIndex++;

            return(await Task.FromResult(firstFound));
        }
Esempio n. 5
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        /// <summary>
        /// Adds an item to the item pool.
        /// </summary>
        /// <param name="item">Item to add.</param>
        public static void AddItem(Item item)
        {
            if (item == null)
            {
                return;
            }

            Item _item = LookUpItem(item.ID);

            if (_item != null)
            {
                return;
            }

            ItemPool.Add(item);
            AssignCorrectIDS();
        }
        /// <summary>
        /// Monster Drop Item
        /// </summary>
        /// <param name="Target"></param>
        /// <returns></returns>
        public int MonsterDropItem(EntityInfoModel Target)
        {
            // Monster will only drop unique Item
            // The unique item will drop based on droprate
            var DroppedMessage = "\nItems Dropped : \n";


            if (string.IsNullOrEmpty(Target.UniqueItemId))
            {
                var data = GetRandomMonsterItemDrops();
                BattleScore.ItemsDroppedList += data.FormatOutput() + "\n";
                DroppedMessage += data.Name + "\n";

                ItemPool.Add(data);


                BattleMessageModel.DroppedMessage = DroppedMessage;

                BattleScore.ItemModelDropList.Add(data);

                return(1);
            }

            if (!IsUniqueDrop(Target))
            {
                DroppedMessage = " Nothing dropped. ";
                BattleMessageModel.DroppedMessage = DroppedMessage;
                return(0);
            }

            var ItemModel = ItemIndexViewModel.Instance.GetItem(Target.UniqueItemId);

            BattleScore.ItemsDroppedList += ItemModel.FormatOutput() + "\n";
            DroppedMessage += ItemModel.Name + "\n";

            ItemPool.Add(ItemModel);


            BattleMessageModel.DroppedMessage = DroppedMessage;

            BattleScore.ItemModelDropList.Add(ItemModel);

            return(1);
        }
Esempio n. 7
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        /// <summary>
        /// Swap the Item the character has for one from the pool
        ///
        /// Drop the current item back into the Pool
        ///
        /// </summary>
        /// <param name="character"></param>
        /// <param name="setLocation"></param>
        /// <param name="PoolItem"></param>
        /// <returns></returns>
        public ItemModel SwapCharacterItem(PlayerInfoModel character, ItemLocationEnum setLocation, ItemModel PoolItem)
        {
            // Put on the new ItemModel, which drops the one back to the pool
            var droppedItem = character.AddItem(setLocation, PoolItem.Id);

            // Add the PoolItem to the list of selected items
            BattleScore.ItemModelSelectList.Add(PoolItem);

            // Remove the ItemModel just put on from the pool
            ItemPool.Remove(PoolItem);

            if (droppedItem != null)
            {
                // Add the dropped ItemModel to the pool
                ItemPool.Add(droppedItem);
            }

            return(droppedItem);
        }
Esempio n. 8
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        /// <summary>
        /// Swap the Item the character has for one from the pool
        ///
        /// Drop the current item back into the Pool
        ///
        /// </summary>
        /// <param name="character"></param>
        /// <param name="setLocation"></param>
        /// <param name="PoolItem"></param>
        /// <returns></returns>
        private ItemModel SwapCharacterItem(CharacterModel character, ItemLocationEnum setLocation, ItemModel PoolItem)
        {
            // Put on the new ItemModel, which drops the one back to the pool
            var droppedItem = character.AddItem(setLocation, PoolItem);

            // Update BattleMessage
            BattleMessages.AddItemEquipped(character.Name, PoolItem.Name);

            // Remove the ItemModel just put on from the pool
            ItemPool.Remove(PoolItem);

            if (droppedItem != null)
            {
                // Add the dropped ItemModel to the pool
                ItemPool.Add(droppedItem);
            }

            return(droppedItem);
        }
Esempio n. 9
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        // Replaces an item assigned to character if there is a better item avaliable.
        public void GetItemFromPoolIfBetter(Character character, ItemLocationEnum setLocation)
        {
            // Get the highest value item by location
            var myList = ItemPool.Where(a => a.Location == setLocation)
                         .OrderByDescending(a => a.Value)
                         .ToList();

            // If no items in the list, return...
            if (!myList.Any())
            {
                return;
            }

            // Get the item that is on the character in that location
            var currentItem = character.GetItemByLocation(setLocation);

            // If no item in that location, add the item
            if (currentItem == null)
            {
                // If no item in the slot then put on the first in the list
                character.AddItem(setLocation, myList.FirstOrDefault().Id);
                return;
            }

            foreach (var item in myList)
            {
                if (item.Value > currentItem.Value)
                {
                    // Put on the new item, which drops the one back to the pool
                    var droppedItem = character.AddItem(setLocation, item.Id);

                    // Remove the item just put on from the pool
                    ItemPool.Remove(item);

                    // Add the item to the pool if there is one
                    if (droppedItem != null)
                    {
                        // Add the dropped item to the pool
                        ItemPool.Add(droppedItem);
                    }
                }
            }
        }
Esempio n. 10
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        /// <summary>
        /// Swap out the item if it is better
        ///
        /// Uses Value to determine
        /// </summary>
        /// <param name="character"></param>
        /// <param name="setLocation"></param>
        public bool GetItemFromPoolIfBetter(PlayerInfoModel character, ItemLocationEnum setLocation)
        {
            var myList = ItemPool.Where(a => a.Location == setLocation)
                         .OrderByDescending(a => a.Value)
                         .ToList();

            // If no items in the list, return...
            if (!myList.Any())
            {
                return(false);
            }

            var CharacterItem = character.GetItemByLocation(setLocation);

            if (CharacterItem == null)
            {
                // If no ItemModel in the slot then put on the first in the list
                character.AddItem(setLocation, myList.FirstOrDefault().Id);
                return(true);
            }

            foreach (var PoolItem in myList)
            {
                if (PoolItem.Value > CharacterItem.Value)
                {
                    // Put on the new ItemModel, which drops the one back to the pool
                    var droppedItem = character.AddItem(setLocation, PoolItem.Id);

                    // Remove the ItemModel just put on from the pool
                    ItemPool.Remove(PoolItem);

                    if (droppedItem != null)
                    {
                        // Add the dropped ItemModel to the pool
                        ItemPool.Add(droppedItem);
                    }
                }
            }

            return(true);
        }
Esempio n. 11
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        /// <summary>
        /// Character experience a critical miss.
        /// After rolling a critical miss. Roll a 10 sided dice. The following things can happen.
        /// Roll Value
        ///     1, Primary Hand Item breaks, and is lost forever
        ///     2-4, Character Drops the Primary Hand Item back into the item pool
        ///     5-6, Character drops a random equipped item back into the item pool
        ///     7-10, Nothing bad happens, luck was with the attacker
        /// </summary>
        /// <param name="character"></param>
        /// <returns></returns>
        public bool CharacterCriticalMiss(CharacterModel character)
        {
            // roll dice to determine event
            var d10 = DiceHelper.RollDice(1, 10);

            // Primary Hand Item breaks
            if (d10 == 1)
            {
                character.RemoveItem(ItemLocationEnum.PrimaryHand);
                BattleMessages.CriticalMissMessage = "Critical miss! Item in primary hand broke!";
                return(true);
            }

            // Character Drops the Primary Hand Item back into the item pool
            if (d10 >= 2 && d10 <= 4)
            {
                var item = character.RemoveItem(ItemLocationEnum.PrimaryHand);
                if (item != null)
                {
                    BattleMessages.CriticalMissMessage = "Critical miss! " + character.Name
                                                         + " dropped " + item.Name + " in item pool!";
                    ItemPool.Add(item);
                    return(true);
                }
            }

            // Character drops a random equipped item back into the item pool
            if (d10 >= 5 && d10 <= 6)
            {
                // check where character has items equipped
                var equipped = new List <ItemLocationEnum>();

                var item = character.GetItemByLocation(ItemLocationEnum.Head);
                if (item != null)
                {
                    equipped.Add(ItemLocationEnum.Head);
                }

                item = character.GetItemByLocation(ItemLocationEnum.Necklass);
                if (item != null)
                {
                    equipped.Add(ItemLocationEnum.Necklass);
                }

                item = character.GetItemByLocation(ItemLocationEnum.Feet);
                if (item != null)
                {
                    equipped.Add(ItemLocationEnum.Feet);
                }

                item = character.GetItemByLocation(ItemLocationEnum.PrimaryHand);
                if (item != null)
                {
                    equipped.Add(ItemLocationEnum.PrimaryHand);
                }

                item = character.GetItemByLocation(ItemLocationEnum.OffHand);
                if (item != null)
                {
                    equipped.Add(ItemLocationEnum.OffHand);
                }

                item = character.GetItemByLocation(ItemLocationEnum.RightFinger);
                if (item != null)
                {
                    equipped.Add(ItemLocationEnum.RightFinger);
                }

                item = character.GetItemByLocation(ItemLocationEnum.LeftFinger);
                if (item != null)
                {
                    equipped.Add(ItemLocationEnum.LeftFinger);
                }

                // no items equipped
                if (equipped.Count() <= 0)
                {
                    return(true);
                }

                var unequip = DiceHelper.RollDice(1, equipped.Count()) - 1;

                // check that dice roll was valid (in case forced rolls are being used)
                if (unequip < 0 || unequip >= equipped.Count())
                {
                    return(false);   // did not remove an item
                }

                item = character.RemoveItem(equipped.ElementAt(unequip));
                ItemPool.Add(item);
                BattleMessages.CriticalMissMessage = "Critical miss! " + character.Name
                                                     + " dropped " + item.Name + " in item pool!";
            }

            return(true);
        }