コード例 #1
0
ファイル: Equipment.cs プロジェクト: vadian/Novus
        public bool EquipItem(Items.Iitem item, Inventory inventory)
        {
            bool result = false;

            Items.Iweapon weaponItem = item as Items.Iweapon;
            if (weaponItem != null && weaponItem.IsWieldable) {
                //can't equip a wieldable weapon
            }
            else {
                if (!equipped.ContainsKey(item.WornOn)) {
                    equipped.Add(item.WornOn, item);
                    if (inventory.inventory.Any(i => i.Id == item.Id)) {//in case we are adding it from a load and not moving it from the inventory
                        inventory.inventory.RemoveWhere(i => i.Id == item.Id); //we moved the item over to equipped so we need it out of inventory
                    }
                    result = true;
                }
                else if (item.WornOn == Items.Wearable.WIELD_LEFT || item.WornOn == Items.Wearable.WIELD_RIGHT) { //this item can go in the free hand
                    Items.Wearable freeHand = Items.Wearable.WIELD_LEFT; //we default to right hand for weapons
                    if (equipped.ContainsKey(freeHand)) freeHand = Items.Wearable.WIELD_RIGHT; //maybe this perosn is left handed
                    if (!equipped.ContainsKey(freeHand)) { //ok let's equip this
                        item.WornOn = freeHand;
                        item.Save();
                        equipped.Add(freeHand, item);
                        if (inventory.inventory.Any(i => i.Id == item.Id)) {//in case we are adding it from a load and not moving it from the inventory
                            inventory.inventory.RemoveWhere(i => i.Id == item.Id); //we moved the item over to equipped so we need it out of inventory
                        }
                        result = true;
                    }
                }
            }

            return result;
        }
コード例 #2
0
ファイル: Character.cs プロジェクト: jandar78/Novus
		public Character(CharacterRace race, CharacterClass characterClass, Genders gender, Languages language, SkinColors skinColor, SkinType skinType, HairColors hairColor, EyeColors eyeColor, BodyBuild build) {
			Class = characterClass;
			Race = race;
			Gender = gender;
            SkinColor = skinColor;
            SkinType = skinType;
            HairColor = hairColor;
            EyeColor = eyeColor;
            Build = build;

			_koCount = new Tuple<int, DateTime>(0, DateTime.Now);
			_actionState = CharacterActionState.None;
			_stanceState = CharacterStanceState.Standing;
            
            _primaryLanguage = language;
            KnownLanguages = new HashSet<Languages>();
            KnownLanguages.Add(_primaryLanguage);

			FirstName = "";
			LastName = "";
			Description = "";
			Age = 17;   //Do we want an age? And are we going to advance it every in game year?
			Weight = 180.0d; //pounds or kilos?
			Height = 70.0d;  //inches or centimeters?
			Location = "A1000";
			InCombat = false;
			LastCombatTime = DateTime.MinValue.ToUniversalTime();
            IsNPC = false;
            Leveled = false;
            MainHand = "WIELD_RIGHT";
            NextLevelExperience = 300;
            Level = 1;
            Experience = 0;
            PointsToSpend = 0;

            Inventory = new Inventory();
			Equipment = new Equipment();
			Bonuses = new Dictionary<BonusTypes, Bonus>();
            StatBonus = new StatBonuses();
			StatBonus.Bonuses = Bonuses;

			Inventory.playerID = Id;
			Equipment.playerID = Id;

			Attributes = new List<Attribute>();

			Attributes.Add(new Attribute(150, "Hitpoints", 150, 0.1, 1));
			Attributes.Add(new Attribute(10, "Dexterity", 5, 0, 1));
			Attributes.Add(new Attribute(10, "Strength", 5, 0, 1));
			Attributes.Add(new Attribute(10, "Intelligence", 5, 0, 1));
			Attributes.Add( new Attribute(10, "Endurance", 5, 0, 1));
			Attributes.Add(new Attribute(10, "Charisma", 5, 0, 1));

			SubAttributes = new Dictionary<string, double>();

			SubAttributes.Add("Agility", 1);
			SubAttributes.Add("Toughness", 1);
			SubAttributes.Add("Cunning", 1);
			SubAttributes.Add("Wisdom", 1);
			SubAttributes.Add("Leadership", 1);
		}
コード例 #3
0
ファイル: Character.cs プロジェクト: jandar78/Novus
        /// <summary>
        /// Deep copy constructor
        /// </summary>
        /// <param name="copy"></param>
        public Character(Character copy) { //copy constructor
            Class = copy.Class;
            Race = copy.Race;
            Gender = copy.Gender;
            SkinColor = copy.SkinColor;
            SkinType = copy.SkinType;
            HairColor = copy.HairColor;
            EyeColor = copy.EyeColor;
            Build = copy.Build;
            _koCount = new Tuple<int, DateTime>(0, DateTime.Now);
            _actionState = CharacterActionState.None;
            _stanceState = CharacterStanceState.Standing;

            _primaryLanguage = copy._primaryLanguage;
            KnownLanguages = new HashSet<Languages>();
            foreach (Languages lang in copy.KnownLanguages) {
                KnownLanguages.Add(lang);
            }

            FirstName = copy.FirstName;
            LastName = copy.LastName;
            Description = copy.Description;
            Age = copy.Age;   //Do we want an age? And are we going to advance it every in game year?  Players could be 400+ years old rather quick.
            Weight = copy.Weight; //pounds or kilos?
            Height = copy.Height;  //inches or centimeters?
            Location = "A1000";
            InCombat = false;
            LastCombatTime = DateTime.MinValue.ToUniversalTime();
            IsNPC = false;
            Leveled = false;
            NextLevelExperience = 300;
            Level = 1;
            Experience = 0;
            PointsToSpend = 0;
            MainHand = "WIELD_RIGHT";


            Attributes = new List<Attribute>();

            foreach (var attrib in copy.Attributes){
                Attributes.Add(attrib);
            }
            
            SubAttributes = new Dictionary<string, double>();

            foreach (KeyValuePair<string, double> subAttrib in copy.SubAttributes) {
                SubAttributes.Add(subAttrib.Key, subAttrib.Value);
            }

            Inventory = new Inventory();


            this.Save();
        }
コード例 #4
0
ファイル: Character.cs プロジェクト: jandar78/Novus
        public Character() {
            Class = CharacterClass.Explorer;
            Race = CharacterRace.Human;
            Gender = Genders.Female;
            SkinColor = SkinColors.Fair;
            SkinType = Interfaces.SkinType.Flesh;
            HairColor = HairColors.Black;
            EyeColor = EyeColors.Brown;
            Build = BodyBuild.Medium;

            _koCount = new Tuple<int, DateTime>(0, DateTime.Now);
            _actionState = CharacterActionState.None;
            _stanceState = CharacterStanceState.Standing;

            _primaryLanguage = Languages.Common;
            KnownLanguages = new HashSet<Languages>();
            KnownLanguages.Add(_primaryLanguage);

            FirstName = "";
            LastName = "";
            Description = "";
            Age = 17;   //Do we want an age? And are we going to advance it every in game year?  We'll need a birthdate for this.
            Weight = 180; //pounds or kilos?
            Height = 70;  //inches or centimeters?
            Location = "A1000";
            InCombat = false;
            LastCombatTime = DateTime.MinValue.ToUniversalTime();
            IsNPC = false;
            Leveled = false;
            MainHand = "WIELD_RIGHT";
            NextLevelExperience = 300;
            Level = 1;
            Experience = 0;
            PointsToSpend = 0;

            Inventory = new Inventory();
            Equipment = new Equipment();
			Bonuses = new Dictionary<BonusTypes, Bonus>();
			StatBonus = new StatBonuses();
			StatBonus.Bonuses = Bonuses;
			
            Attributes = new List<Attribute>();

            Attributes.Add(new Attribute(150, "Hitpoints", 150, 0.1, 1));
            Attributes.Add(new Attribute(10, "Dexterity", 5, 0, 1));
            Attributes.Add(new Attribute(10, "Strength", 5, 0, 1));
            Attributes.Add(new Attribute(10, "Intelligence", 5, 0, 1));
            Attributes.Add(new Attribute(10, "Endurance", 5, 0, 1));
            Attributes.Add(new Attribute(10, "Charisma", 5, 0, 1));

            SubAttributes = new Dictionary<string, double>();

            SubAttributes.Add("Agility", 1);
            SubAttributes.Add("Toughness", 1);
            SubAttributes.Add("Cunning", 1);
            SubAttributes.Add("Wisdom", 1);
            SubAttributes.Add("Leadership", 1);
        } 
コード例 #5
0
ファイル: Equipment.cs プロジェクト: vadian/Novus
        public bool WieldItem(Items.Iitem item, Inventory inventory)
        {
            bool wielded = false;

            if (!equipped.ContainsKey(Items.Wearable.WIELD_RIGHT)) {
                item.WornOn = Items.Wearable.WIELD_RIGHT;
                wielded = true;
            }
            else if (!equipped.ContainsKey(Items.Wearable.WIELD_LEFT)) {
                item.WornOn = Items.Wearable.WIELD_LEFT;
                wielded = true;
            }

            if (wielded) {
                equipped.Add(item.WornOn, item);
                inventory.inventory.RemoveWhere(i => i.Id == item.Id);
                return true;
            }

            return false;
        }
コード例 #6
0
ファイル: Equipment.cs プロジェクト: vadian/Novus
 public void Wield(Items.Iitem item, Inventory inventory)
 {
     WieldItem(item, inventory);
 }
コード例 #7
0
ファイル: NPC.cs プロジェクト: vadian/Novus
        public NPC(CharacterRace race, CharacterClass characterClass, Genders gender, Languages language, SkinColors skinColor, SkinType skinType, HairColors hairColor, EyeColors eyeColor, BodyBuild build)
        {
            Messages = new Queue<string>();

            Fsm = AI.FSM.GetInstance();
            Fsm.state = Fsm.GetStateFromName("Wander");

            _class = characterClass;
            _race = race;
            _gender = gender;
            _skinColor = skinColor;
            _skinType = skinType;
            _hairColor = hairColor;
            _eyeColor = eyeColor;
            _build = build;

            _koCount = new Tuple<int, DateTime>(0, DateTime.Now);
            _actionState = CharacterActionState.None;
            _stanceState = CharacterStanceState.Standing;

            _primaryLanguage = language;
            KnownLanguages = new HashSet<Languages>();
            KnownLanguages.Add(_primaryLanguage);

            Inventory = new Inventory();
            damageTracker = new Dictionary<string, double>();
            Triggers = new List<ITrigger>();
            Bonuses = new StatBonuses();

            FirstName = "";
            LastName = "";
            Description = "";
            Age = 17;   //Do we want an age? And are we going to advance it every in game year?  Players could be 400+ years old rather quick.
            Weight = 180.0d; //pounds or kilos?
            Height = 70.0d;  //inches or centimeters?
            Location = "A0";
            InCombat = false;
            LastCombatTime = DateTime.MinValue.ToUniversalTime();
            IsNPC = true;
            Leveled = false;
            MainHand = "WIELD_RIGHT";
            NextLevelExperience = 300;
            Level = 1;
            Experience = 0;
            PointsToSpend = 0;
            IsMob = false;

            Inventory = new Inventory();
            Equipment = new Equipment();

            Inventory.playerID = this.ID;
            Equipment.playerID = this.ID;

            Attributes = new Dictionary<string, Attribute>();

            Attributes.Add("Hitpoints", new Attribute(200.0d, "Hitpoints", 200.0d, 0.2d, 1));
            Attributes.Add("Dexterity", new Attribute(10.0d, "Dexterity", 10.0d, 0.0d, 1));
            Attributes.Add("Strength", new Attribute(10.0d, "Strength", 10.0d, 0.0d, 1));
            Attributes.Add("Intelligence", new Attribute(10.0d, "Intelligence", 10.0d, 0.0d, 1));
            Attributes.Add("Endurance", new Attribute(10.0d, "Endurance", 10.0d, 0.0d, 1));
            Attributes.Add("Charisma", new Attribute(10.0d, "Charisma", 10.0d, 0.0d, 1));

            SubAttributes = new Dictionary<string, double>();

            SubAttributes.Add("Agility", 10.0d);
            SubAttributes.Add("Toughness", 10.0d);
            SubAttributes.Add("Cunning", 10.0d);
            SubAttributes.Add("Wisdom", 10.0d);
            SubAttributes.Add("Leadership", 10.0d);
        }