예제 #1
0
        //TODO: Add discounts

        public MissionResult(HumanPlayer player, double progression, Mission.Mission lastMission, List <Armour> loot, string closeButtonText)
        {
            InitializeComponent();
            this.player      = player;
            nextMission.Text = closeButtonText;

            //Enable level up
            levelUpButton.Enabled = player.storedLevelUps != 0;
            levelUpButton.Text    = $"Level up x{player.storedLevelUps}";

            //Generate reward
            Reward _reward = lastMission.Reward();

            if (_reward.jewelryReward != null)
            {
                if (_reward.jewelryReward.jewelries != null)
                {
                    reward.AddRange(_reward.jewelryReward.jewelries);
                }

                while (_reward.jewelryReward.number != 0)
                {
                    //Determine the quality
                    MathNet.Numerics.Distributions.Normal normal = new MathNet.Numerics.Distributions.Normal();
                    int offset = (int)normal.InverseCumulativeDistribution(World.random.NextDouble());
                    int num    = E.GetQualityPos(_reward.jewelryReward.quality) + offset;
                    num = Math.Min(Math.Max(num, 0), Enum.GetNames(typeof(Quality)).Length); //Bound the value
                    Quality quality = E.GetQuality(num);
                    reward.Add(Jewelry.GenerateJewelry(quality));
                    _reward.jewelryReward.number--;
                }
            }
            if (!(_reward.weaponReward is null))
            {
                reward.Add(Campaign.CalculateWeaponReward(_reward.weaponReward, (int)(progression * 10), 10));
            }
            if (!(_reward.spellReward is null))
            {
                Spell spell = _reward.spellReward.spell;
                if (spell != null && !player.spells.Exists(s => spell.name == s.name))
                {
                    reward.Add(spell);
                }
            }
            if (_reward.Money != 0)
            {
                reward.Add(new Coin(_reward.Money));
            }
            if (_reward.itemReward != null)
            {
                reward.Add(_reward.itemReward.reward);
            }
            reward.AddRange(loot);

            //Populate reward list
            foreach (var item in reward)
            {
                lootList.Items.Add(item);
            }

            playerView.Activate(player, null, false);

            Render();
        }