public HumanPerson([NotNull] IPersonScheme scheme, [NotNull] ITacticalActScheme defaultActScheme, [NotNull] IEvolutionData evolutionData, [NotNull] ISurvivalRandomSource survivalRandomSource) { _defaultActScheme = defaultActScheme ?? throw new ArgumentNullException(nameof(defaultActScheme)); Scheme = scheme ?? throw new ArgumentNullException(nameof(scheme)); EvolutionData = evolutionData ?? throw new ArgumentNullException(nameof(evolutionData)); _survivalRandomSource = survivalRandomSource ?? throw new ArgumentNullException(nameof(survivalRandomSource)); Name = scheme.Sid; Effects = new EffectCollection(); Effects.Added += Effects_CollectionChanged; Effects.Removed += Effects_CollectionChanged; Effects.Changed += Effects_CollectionChanged; EquipmentCarrier = new EquipmentCarrier(Scheme.Slots); EquipmentCarrier.EquipmentChanged += EquipmentCarrier_EquipmentChanged; TacticalActCarrier = new TacticalActCarrier(); EvolutionData.PerkLeveledUp += EvolutionData_PerkLeveledUp; CombatStats = new CombatStats(); ClearCalculatedStats(); CalcCombatStats(); TacticalActCarrier.Acts = CalcActs(EquipmentCarrier); Survival = new HumanSurvivalData(scheme, survivalRandomSource); Survival.StatCrossKeyValue += Survival_StatCrossKeyValue; }
public MonsterPerson([NotNull] IMonsterScheme scheme) { Scheme = scheme ?? throw new ArgumentNullException(nameof(scheme)); Hp = scheme.Hp; TacticalActCarrier = new TacticalActCarrier { Acts = new ITacticalAct[] { new MonsterTacticalAct(scheme.PrimaryAct) } }; var defenses = scheme.Defense?.Defenses? .Select(x => new PersonDefenceItem(x.Type, x.Level)) .ToArray(); CombatStats = new CombatStats { DefenceStats = new PersonDefenceStats( defenses ?? new PersonDefenceItem[0], new PersonArmorItem[0]) }; Survival = new MonsterSurvivalData(scheme); Effects = new EffectCollection(); }
private void ClearCombatStats(CombatStats combatStats) { //TODO Статы рассчитывать на основании схемы персонажа, перков, экипировки combatStats.Stats = new[] { new CombatStatItem { Stat = CombatStatType.Melee, Value = 10 }, new CombatStatItem { Stat = CombatStatType.Ballistic, Value = 10 } }; }
public HumanPerson(PersonScheme scheme, TacticalActScheme defaultActScheme, IEvolutionData evolutionData) { Scheme = scheme ?? throw new ArgumentNullException(nameof(scheme)); _defaultActScheme = defaultActScheme ?? throw new ArgumentNullException(nameof(defaultActScheme)); Name = scheme.Sid; Effects = new EffectCollection(); Effects.Added += Effects_CollectionChanged; Effects.Removed += Effects_CollectionChanged; Effects.Changed += Effects_CollectionChanged; EquipmentCarrier = new EquipmentCarrier(Scheme.Slots); EquipmentCarrier.EquipmentChanged += EquipmentCarrier_EquipmentChanged; TacticalActCarrier = new TacticalActCarrier(); EvolutionData = evolutionData; if (EvolutionData != null) { EvolutionData.PerkLeveledUp += EvolutionData_PerkLeveledUp; } CombatStats = new CombatStats(); ClearCombatStats((CombatStats)CombatStats); if (EvolutionData != null) { CalcCombatStats(CombatStats, EvolutionData, Effects); } TacticalActCarrier.Acts = CalcActs(EquipmentCarrier.Equipments, CombatStats); Survival = new SurvivalData(); Survival.StatCrossKeyValue += Survival_StatCrossKeyValue; }