Exemplo n.º 1
0
        private bool isHappyEnding(Nurture.Character nurtureCharacter)
        {
            if (null == nurtureCharacter)
            {
                Log.Error("not found nurture character");
                return false;
            }

            if (false == ExtTarget.isValid(_targetCharacter.Id))
            {
                Log.Error(string.Format("invalid target id; {0}", _targetCharacter.Id));
                return false;
            }

            Target t = Manager.Instance.DT.Target[_targetCharacter.Id];
            
            int fighterMin = Mathf.RoundToInt(Def.MAX_STAT * t.happyEndingFighterAvgMinPercent * 0.01f);
            int trickerMin = Mathf.RoundToInt(Def.MAX_STAT * t.happyEndingTrickerAvgMinPercent * 0.01f);
            int politicianMin = Mathf.RoundToInt(Def.MAX_STAT * t.happyEndingPoliticianAvgMinPercent * 0.01f);
            int attracterMin = Mathf.RoundToInt(Def.MAX_STAT * t.happyEndingAttracterAvgMinPercent * 0.01f);
            
            int fighterAvg = nurtureCharacter.GetAverage(EStatLine.FIGHTER);
            int trickerAvg = nurtureCharacter.GetAverage(EStatLine.TRICKER);
            int politicianAvg = nurtureCharacter.GetAverage(EStatLine.POLITICIAN);
            int attracterAvg = nurtureCharacter.GetAverage(EStatLine.ATTACTER);

            if ((fighterAvg >= fighterMin) && (trickerAvg >= trickerMin)
                && (politicianAvg >= politicianMin) && (attracterAvg >= attracterMin))
                return true;
            else
                return false;
        }
Exemplo n.º 2
0
        private string reward(Score.EGrade grade)
        {
            const string REWARD_MSG_FORMAT = "\n({0})";
            string rewardMsg = null;

            Nurture.Character chacater = Manager.Instance.Object.NurtureMode.Character;
            switch (grade)
            {
                case Score.EGrade.S:
                    chacater.Stress += Def.SCORE_EXAM_EXCELLENT_STRESS;
                    rewardMsg = string.Format(REWARD_MSG_FORMAT, string.Format(Def.STRESS_FORMAT, Def.SCORE_EXAM_EXCELLENT_STRESS));
                    break;

                case Score.EGrade.D:
                    chacater.Stress += Def.SCORE_EXAM_BAD_STRESS;
                    rewardMsg = string.Format(REWARD_MSG_FORMAT, string.Format(Def.STRESS_FORMAT, Def.SCORE_EXAM_BAD_STRESS));
                    break;

                default:
                    rewardMsg = string.Empty;
                    break;
            }

            return rewardMsg;
        }
Exemplo n.º 3
0
 public UserPlayer() : base(Def.MAIN_CHARACTER_ID)
 {
     Nurture.Character c = Manager.Instance.Object.NurtureMode.Character;
     _stress = c.Stress;
     _charm = c.Charm;
     _sensibility = c.Sensibility;
     _arts = c.Arts;
 }
Exemplo n.º 4
0
        // constructor
        public UserPlayer(CombatMode mode) : base(mode, Def.MAIN_CHARACTER_ID)
        {
            _name = Manager.Instance.Object.MainCharacter.Name;

            CombatPlayer p = Manager.Instance.DT.CombatPlayer[Id];
            _criticalProbability = p.criticalProbability;

            Nurture.Character c = Manager.Instance.Object.NurtureMode.Character;
            _hp = c.Stamina;
            _mp = c.Intellect;
            _attack = c.Attack;
            _defense = c.Defense;
            _intellect = c.Intellect;
            _tactic = c.Tactic;
        }
Exemplo n.º 5
0
        // constructor
        public UserPlayer(BoardGameMode mode) : base(mode, Cell.EOwner.User)
        {
            _id = Def.MAIN_CHARACTER_ID;

            _name = Manager.Instance.Object.MainCharacter.Name;

            Nurture.Character character = Manager.Instance.Object.NurtureMode.Character;

            _intellect  = character.Intellect;
            _tactic     = character.Tactic;
            _leadership = character.Leadership;

            _grace    = character.Grace;
            _morality = character.Morality;
            _goodness = character.Goodness;
        }
Exemplo n.º 6
0
        //
        public string GetEndingScenarioPath(Nurture.Character nurtureCharacter)
        {
            int endingMinFeeling = Mathf.RoundToInt(Def.MAX_FEELING * Def.ENDING_MIN_FEELING_PERCENT * 0.01f);
            if (_targetCharacter.Feeling < endingMinFeeling)
            {
                Log.Debug(string.Format("lack feeling; min({0}), current({1})", endingMinFeeling, _targetCharacter.Feeling));
                
                return string.Format("{0}{1}{2}", RsrcLoader.SCENARIO_FOLDER_PATH, RsrcLoader.DIR_SEPARATOR, 
                                                RsrcLoader.SINGLE_BAD_ENDING_FILENAME);
            }

            string filename = null;
            if (isHappyEnding(nurtureCharacter))
                filename = RsrcLoader.TARGET_HAPPY_ENDING_FILENAME;
            else
                filename = RsrcLoader.TARGET_NORMAL_ENDING_FILENAME;

            return string.Format("{0}{1}", TargetCharacter.ScenarioDirPath, filename);
        }