Exemplo n.º 1
0
        private static Weapon GenerateWeapon()
        {
            Weapon weapon;
            int    roll = Dice.RollMultipleDice(6);

            if (roll >= 28)
            {
                weapon = new WeaponTwoHandedSword();
            }
            else if (roll >= 24)
            {
                weapon = new WeaponSword();
            }
            else
            {
                weapon = new WeaponHandAxe();
            }

            Tuple <string, int> extraDamage = RollExtraDamage();

            weapon.ExtraDamage = extraDamage.Item2;

            Tuple <string, int> criticalHitChance = RollCriticalHitChance();

            weapon.CriticalHitChance = criticalHitChance.Item2;

            string prefix  = extraDamage.Item1;
            string postfix = criticalHitChance.Item1;

            weapon.Name = prefix + weapon.Name + postfix;

            return(weapon);
        }
Exemplo n.º 2
0
    private AStuff <TModuleType> GenerateStuff(e_stuffInstantiate whichPartOfStuff)
    {
        AStuff <TModuleType> itemGenerated = null;

        switch (whichPartOfStuff)
        {
        case e_stuffInstantiate.ARMOR: itemGenerated = this.GenerateClothe(); break;

        case e_stuffInstantiate.WEAPON: itemGenerated = this.GenerateWeapon(); break;

        case e_stuffInstantiate.Axe_One_Handed: itemGenerated = new WeaponOneHandedAxe <TModuleType>(); break;

        case e_stuffInstantiate.Sword_One_Handed: itemGenerated = new WeaponOneHandedSword <TModuleType>(); break;

        case e_stuffInstantiate.Mass_One_Handed: itemGenerated = new WeaponOneHandedMass <TModuleType>(); break;

        case e_stuffInstantiate.Scepter_One_Handed: itemGenerated = new WeaponOneHandedScepter <TModuleType>(); break;

        case e_stuffInstantiate.Axe_Both_Handed: itemGenerated = new WeaponTwoHandedAxe <TModuleType>(); break;

        case e_stuffInstantiate.Sword_Both_Handed: itemGenerated = new WeaponTwoHandedSword <TModuleType>(); break;

        case e_stuffInstantiate.Mass_Both_Handed: itemGenerated = new WeaponTwoHandedMass <TModuleType>(); break;

        case e_stuffInstantiate.Scepter_Both_Handed: itemGenerated = new WeaponTwoHandedScepter <TModuleType>(); break;

        case e_stuffInstantiate.Lance: itemGenerated = new WeaponTwoHandedLance <TModuleType>(); break;

        case e_stuffInstantiate.Spear: itemGenerated = new WeaponTwoHandedSpear <TModuleType>(); break;

        case e_stuffInstantiate.Staff: itemGenerated = new WeaponTwoHandedStaff <TModuleType>(); break;

        case e_stuffInstantiate.Wand: itemGenerated = new WeaponOneHandedWand <TModuleType>(); break;

        case e_stuffInstantiate.Bow: itemGenerated = new WeaponTwoHandedBow <TModuleType>(); break;

        case e_stuffInstantiate.Crossbow: itemGenerated = new WeaponTwoHandedCrossbow <TModuleType>(); break;

        case e_stuffInstantiate.Armor: itemGenerated = new ClotheArmor <TModuleType>(); break;

        case e_stuffInstantiate.Helmet: itemGenerated = new ClotheHelmet <TModuleType>(); break;

        case e_stuffInstantiate.Belt: itemGenerated = new ClotheBelt <TModuleType>(); break;

        case e_stuffInstantiate.Trousers: itemGenerated = new ClotheTrousers <TModuleType>(); break;

        case e_stuffInstantiate.Glove: itemGenerated = new ClotheGlove <TModuleType>(); break;

        case e_stuffInstantiate.Shoes: itemGenerated = new ClotheShoes <TModuleType>(); break;

        case e_stuffInstantiate.Shield: itemGenerated = new ClotheShield <TModuleType>(); break;

        default: break;
        }

        return(itemGenerated);
    }