Пример #1
0
        static void PickAdvancement(Character result, Dice dice)
        {
            result.UnusedAdvances -= 1;

            if (result.UnusedEdges < 0)
                result.UnusedEdges += 1;
            else if (result.UnusedSkills < 0)
                result.UnusedSkills += 2; //pay back the skill point loan
            else if (result.UnusedSmartSkills < 0)
                result.UnusedSmartSkills += 2; //pay back the skill point loan
            else

            {
                switch (dice.Next(5))
                {
                    case 0:
                        result.UnusedEdges += 1;
                        break;
                    case 1: //increase a high skill

                        {
                            var table = new Table<Skill>();
                            foreach (var skill in result.Skills)
                            {
                                if (skill.Trait >= result.GetAttribute(skill.Attribute) && skill.Trait < 12)
                                    table.Add(skill, skill.Trait.Score);
                            }
                            if (table.Count == 0)
                                goto case 2;
                            table.RandomChoose(dice).Trait += 1;
                            break;
                        }
                    case 2: //increase a low skill

                        {
                            var table = new Table<Skill>();
                            foreach (var skill in result.Skills)
                            {
                                if (skill.Trait < result.GetAttribute(skill.Attribute) && skill.Trait < 12)
                                    table.Add(skill, skill.Trait.Score);
                            }
                            if (table.Count >= 2)
                                goto case 3;
                            table.RandomPick(dice).Trait += 1;
                            table.RandomPick(dice).Trait += 1; //use Pick so we get 2 different skills
                            break;
                        }
                    case 3: //add a new skill

                        {
                            var table = new Table<Skill>();
                            foreach (var skill in result.Skills)
                            {
                                if (skill.Trait == 0)
                                    table.Add(skill, result.GetAttribute(skill.Attribute).Score);
                            }
                            if (table.Count == 0)
                                break; //really?
                            table.RandomChoose(dice).Trait = 4;
                            break;
                        }
                    case 4:
                        result.UnusedAttributes += 1;
                        break;
                }
            }
        }