示例#1
0
        // --------------------------------------------------------------------------------------------------------------------------------

        /// <summary>
        /// Default CTOR creates an invalid average bald, other gendered human without any skills and a all characteristics 1
        /// </summary>
        public PlayerCharacter() : base()
        {
            _name             = "INVALID_PLAYER_CHARACTER";
            _motivationSet    = new MotivationSet();
            _criticalInjuries = new List <CriticalInjury>();
            _strain           = new ThresholdValue();
            _careerSkills     = new List <SkillEnum>();

            WfLogger.Log(this, LogLevel.DETAILED, "Created new PlayerCharacter from default");
        }
示例#2
0
        public Nemesis(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics,
                       Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance,
                       GenderEnum _gender, List <GenderEnum> _genderPreferences, int _relationshipToParty, List <CriticalInjury> _criticalInjuries, string _name,
                       MotivationSet _motivationSet, ThresholdValue _strain) :
            base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender,
                 _genderPreferences, _relationshipToParty, _criticalInjuries, _name, _motivationSet)
        {
            this._strain = (_strain == null || _strain._threshold == 0) ? new ThresholdValue(SpeciesHandler.GetInitialStrain(this._species._enum)) : _strain;

            WfLogger.Log(this, LogLevel.DETAILED, "Created new Nemesis " + this._name);
        }
        // --------------------------------------------------------------------------------------------------------------------------------

        /// <summary>
        /// Creates a copy of the given UniqueRival
        /// </summary>
        /// <param name="other">if null, a default unique rival is created</param>
        public UniqueRival(UniqueRival other) : this()
        {
            if (other == null)
            {
                return;
            }

            _name          = other._name;
            _motivationSet = new MotivationSet(other._motivationSet);

            WfLogger.Log(this, LogLevel.DETAILED, "Created new Unique Rival from another");
        }
        public UniqueRival(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics,
                           Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance,
                           GenderEnum _gender, List <GenderEnum> _genderPreferences, int _relationshipToParty, List <CriticalInjury> _criticalInjuries, string _name,
                           MotivationSet _motivationSet) :
            base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender,
                 _genderPreferences, _relationshipToParty, _criticalInjuries)
        {
            this._name          = (_name == null || _name == "") ? "NOT_VALID" : _name;
            this._motivationSet = (_motivationSet == null) ? new MotivationSet() : _motivationSet;

            WfLogger.Log(this, LogLevel.DETAILED, "Created new Unique Rival: " + this._name);
        }
示例#5
0
        // --------------------------------------------------------------------------------------------------------------------------------

        /// <summary>
        /// Creates a copy of the given PlayerCharacter
        /// </summary>
        /// <param name="other">if null, a default Player Character is created</param>
        public PlayerCharacter(PlayerCharacter other) : this()
        {
            if (other == null)
            {
                return;
            }

            _name             = other._name;
            _motivationSet    = new MotivationSet(other._motivationSet);
            _criticalInjuries = new List <CriticalInjury>(other._criticalInjuries);
            _strain           = new ThresholdValue(other._strain);
            _careerSkills     = new List <SkillEnum>(other._careerSkills);

            WfLogger.Log(this, LogLevel.DETAILED, "Created new PlayerCharacter from another");
        }
示例#6
0
        public PlayerCharacter(string _archetype, Species _species, Value _soak, ThresholdValue _health, Defense _defense, CharacteristicSet _characteristics,
                               Equipment _equipment, Inventory _inventory, List <PAPISkill> _skillSet, List <Ability> _abilities, Career _career, CharacterAppearance _appearance,
                               GenderEnum _gender, List <GenderEnum> _genderPreferences, string _name, MotivationSet _motivationSet, List <CriticalInjury> _criticalInjuries,
                               ThresholdValue _strain, List <SkillEnum> _careerSkills) :
            base(_archetype, _species, _soak, _health, _defense, _characteristics, _equipment, _inventory, _skillSet, _abilities, _career, _appearance, _gender,
                 _genderPreferences)
        {
            this._name             = (_name == null || _name == "") ? "NOT_VALID" : _name;
            this._motivationSet    = (_motivationSet == null) ? new MotivationSet() : _motivationSet;
            this._criticalInjuries = (_criticalInjuries == null) ? new List <CriticalInjury>() : _criticalInjuries;
            this._strain           = (_strain == null) ? SpeciesHandler.GetInitialStrain(this._species._enum) : _strain;
            this._careerSkills     = (_careerSkills == null) ? new List <SkillEnum>() : _careerSkills;

            WfLogger.Log(this, LogLevel.DETAILED, "Created new PlayerCharacter " + this._name);
        }