public KingdomTest(float populationGrowth, RACE race, List <CityTileTest> cities, Color tileColor, KingdomTileTest kingdomTile) { this.id = GetID() + 1; this.kingdomName = "KINGDOM" + this.id; this.kingdomTile = kingdomTile; this.lord = null; // this.lord = new Lord(this); // this.assignedLord = new Royalty (this, true); this.cities = cities; this.kingdomRace = race; this.isDead = false; this.tileColor = tileColor; this.relationshipKingdoms = new List <RelationshipKingdoms>(); this.expansionChance = defaultExpansionChance; this.armyBaseUnits = GetArmyBaseUnits(); this.armyIncreaseUnits = GetArmyIncreaseUnits(); this.armyBaseStats = GetArmyBaseStats(); this.armyIncreaseStats = GetArmyIncreaseStats(); this.armyIncreaseUnitResource = GetArmyIncreaseUnitResource(); this.royaltyList = new RoyaltyList(); this.marriedCouples = new List <MarriedCouple>(); SetLastID(this.id); DetermineCityUpgradeResourceType(); CreateInitialRoyalties(); }
////////////////////////////////////////////////////// //----Main Interface /// <summary> /// Class: Role /// 构造函数 /// 设置人物的名字和初始种族 职业 /// </summary> /// <param name="name"></param> /// <param name="player_race"></param> /// <param name="role_class"></param> public Role(String name, RACE player_race, CLASS role_class) { this.PLAYERNAME = name; //拷贝种族配置 Race.instance.Selection(this, player_race); Class.instance.Selection(this, role_class); }
public async Task <IActionResult> PutRACE(int id, RACE rACE) { if (id != rACE.idRace) { return(BadRequest()); } _context.Entry(rACE).State = EntityState.Modified; try { await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!RACEExists(id)) { return(NotFound()); } else { throw; } } return(NoContent()); }
public static List <Record> CreateRace(CreatorConfig config) { var outputRecords = new List <Record>(); if (!config.IsBodyPartsOnly) { var race = new RACE(); race.NAME.EditorId = String.IsNullOrEmpty(config.EditorId) ? "\0" : $"{config.EditorId}\0"; race.FNAM.Name = String.IsNullOrEmpty(config.EditorId) ? "\0" : $"{config.Name}\0"; race.DESC.Description = String.IsNullOrEmpty(config.EditorId) ? "\0" : $"{config.Description}\0"; outputRecords.Add(race); } if (config.IsMale) { outputRecords.AddRange(CreateBodyParts(config, true, bodyParts)); } if (config.IsFemale) { outputRecords.AddRange(CreateBodyParts(config, false, bodyParts)); } return(outputRecords); }
public async Task <ActionResult <RACE> > PostRACE(RACE rACE) { _context.RACE.Add(rACE); await _context.SaveChangesAsync(); return(CreatedAtAction("GetRACE", new { id = rACE.idRace }, rACE)); }
public Kingdom(float populationGrowth, RACE race, List <CityTile> cities, string kingdomName, Color tileColor) { int[] traits = GenerateTraits(); this.id = 1 + GetID(); this.kingdomName = kingdomName; this.populationGrowth = populationGrowth; this.army = GenerateArmyPopulation(); this.race = race; this.cities = cities; this.altruism = traits [0]; this.ambition = traits [1]; this.performance = traits [2]; this.performanceStorage = this.performance; this.darkAgeCounter = 0; this.darkAgeChance = this.defaultDarkAgeChance; this.goldenAgeCounter = 0; this.goldenAgeIncreaseCounter = 0; this.goldenAgeChance = this.defaultGoldenAgeChance; this.tileColor = tileColor; this.isDead = false; this.isInDarkAge = false; this.isInGoldenAge = false; this.adjacentKingdoms = new List <KingdomTile> (); this.enemyKingdoms = new List <KingdomTile> (); this.citiesGained = new List <int> (); this.citiesLost = new List <int> (); this.factions = new List <Faction> (); this.kingdomRelations = new List <KingdomRelations> (); SetLastID(this.id); }
// public Faction(){ // this.id = 0; // this.factionName = string.Empty; // this.race = RACE.HUMANS; // this.religion = null; // this.culture = null; // } // public Faction(Faction faction){ // this.id = faction.id; // this.factionName = faction.factionName; // this.race = faction.race; // this.religion = faction.religion; // this.culture = faction.culture; // } // public object Clone(){ // return new Faction { // id = this.id, // factionName = this.factionName, // race = this.race, // religion = this.religion, // culture = this.culture // // }; // } public void CopyData(Faction faction) { this.id = faction.id; this.factionName = faction.factionName; this.race = faction.race; this.religion = faction.religion; this.culture = faction.culture; }
public static string displayRace(RACE R, GAME G) { string sub = null; if (G == DND5e) { sub = displayRace5e(R); } return(sub); }
/// <summary> /// Class:Race /// 选择种族 /// 调用内部方法修改参数的 基础分配率 和增长值 /// </summary> /// <param name="role"></param> /// <param name="race"></param> public void Selection(Role role, RACE race) { switch (race) { case RACE.Angel: break; case RACE.Cyborg: break; case RACE.Demon: break; case RACE.Dwarf: break; case RACE.Elemental: break; case RACE.Elf: break; case RACE.Goblin: break; case RACE.Halfbeast: break; case RACE.Human: this.Human(role); break; case RACE.Orc: break; case RACE.Parasyte: break; case RACE.Spirit: break; case RACE.Troll: break; case RACE.Undead: break; case RACE.Underworld: break; } }
public KingdomTileTest CreateNewKingdom(RACE race, List <CityTileTest> initialCities) { GameObject goKingdom = (GameObject)GameObject.Instantiate(kingdomTilePrefab); goKingdom.transform.parent = this.transform; goKingdom.GetComponent <KingdomTileTest>().CreateKingdom(5f, race, initialCities, UnityEngine.Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f)); goKingdom.name = goKingdom.GetComponent <KingdomTileTest>().kingdom.kingdomName; this.kingdoms.Add(goKingdom.GetComponent <KingdomTileTest>()); goKingdom.GetComponent <KingdomTileTest>().kingdom.lord.CreateInitialRelationshipsToLords(); AddRelationshipToOtherLords(goKingdom.GetComponent <KingdomTileTest> ().kingdom.lord); GenerateCityConnections(); UpdateLordAdjacency(); return(goKingdom.GetComponent <KingdomTileTest>()); }
List <Resource> GetArmyCost(RACE race, int armyCount, int armyLvl) { List <Resource> upgradeCost = new List <Resource>(); int i, premiumResource = 0; switch (race) { case RACE.HUMANS: upgradeCost.Add(new Resource(RESOURCE.GOLD, 2000 + 200 * armyCount)); upgradeCost.Add(new Resource(RESOURCE.STONE, 200 + 50 * armyCount)); for (i = 1; i <= armyLvl; i++) { premiumResource += 100 * (i - 1); } upgradeCost.Add(new Resource(RESOURCE.METAL, premiumResource)); return(upgradeCost); case RACE.ELVES: upgradeCost.Add(new Resource(RESOURCE.GOLD, 2000 + 400 * armyCount)); upgradeCost.Add(new Resource(RESOURCE.LUMBER, 200 + 50 * armyCount)); for (i = 1; i <= armyLvl; i++) { premiumResource += 200 * (i - 1); } upgradeCost.Add(new Resource(RESOURCE.MANA, premiumResource)); return(upgradeCost); case RACE.MINGONS: upgradeCost.Add(new Resource(RESOURCE.GOLD, 2000 + 200 * armyCount)); upgradeCost.Add(new Resource(RESOURCE.LUMBER, 200 + 25 * armyCount)); for (i = 1; i <= armyLvl; i++) { premiumResource += 100 * (i - 1); } upgradeCost.Add(new Resource(RESOURCE.METAL, premiumResource)); return(upgradeCost); case RACE.CROMADS: upgradeCost.Add(new Resource(RESOURCE.GOLD, 2000 + 400 * armyCount)); upgradeCost.Add(new Resource(RESOURCE.STONE, 200 + 150 * armyCount)); for (i = 1; i <= armyLvl; i++) { premiumResource += 200 * (i - 1); } upgradeCost.Add(new Resource(RESOURCE.MANA, premiumResource)); return(upgradeCost); } return(upgradeCost); }
public static int DefStrength(RACE race) { switch (race) { case RACE.KNIGHT: return(10); case RACE.ARCHER: return(8); case RACE.MAGE: return(4); default: return(0); } }
public static int DefActualMana(RACE race) { switch (race) { case RACE.KNIGHT: return(600); case RACE.ARCHER: return(800); case RACE.MAGE: return(1000); default: return(0); } }
public static int DefRage(RACE race) { switch (race) { case RACE.KNIGHT: return(0); case RACE.ARCHER: return(0); case RACE.MAGE: return(0); default: return(0); } }
public static int DefInteligence(RACE race) { switch (race) { case RACE.KNIGHT: return(4); case RACE.ARCHER: return(6); case RACE.MAGE: return(12); default: return(0); } }
public static int DefPosY(RACE race) { switch (race) { case RACE.KNIGHT: return(15500); case RACE.ARCHER: return(15300); case RACE.MAGE: return(12000); default: return(0); } }
public static int DefPosX(RACE race) { switch (race) { case RACE.KNIGHT: return(15340); case RACE.ARCHER: return(15280); case RACE.MAGE: return(12400); default: return(0); } }
public static int DefAgility(RACE race) { switch (race) { case RACE.KNIGHT: return(8); case RACE.ARCHER: return(12); case RACE.MAGE: return(6); default: return(0); } }
int GetAttackValue(RACE race, int armyLvl) { switch (race) { case RACE.HUMANS: return(30 + (4 * (armyLvl - 1))); case RACE.ELVES: return(50 + (10 * (armyLvl - 1))); case RACE.MINGONS: return(20 + (8 * (armyLvl - 1))); case RACE.CROMADS: return(40 + (15 * (armyLvl - 1))); } return(0); }
int GetHPValue(RACE race, int armyLvl) { switch (race) { case RACE.HUMANS: return(200 + (40 * (armyLvl - 1))); case RACE.ELVES: return(200 + (20 * (armyLvl - 1))); case RACE.MINGONS: return(160 + (20 * (armyLvl - 1))); case RACE.CROMADS: return(400 + (60 * (armyLvl - 1))); } return(0); }
int Side(RACE r) { switch (r) { case RACE.HUMAN: case RACE.NIGHT_ELF: case RACE.GNOME: case RACE.DWARF: return(1); case RACE.ORC: case RACE.UNDEAD: case RACE.TROLL: case RACE.TAUREN: return(2); } return(0); }
public static int DefRightHand(RACE race) { //item index switch (race) { case RACE.KNIGHT: return(10); case RACE.ARCHER: return(11); case RACE.MAGE: return(12); default: return(0); } }
int GetUnitCount(RACE race, int armyCount) { switch (race) { case RACE.HUMANS: return(100 + (20 * armyCount)); case RACE.ELVES: return(100 + (20 * armyCount)); case RACE.MINGONS: return(100 + (20 * armyCount)); case RACE.CROMADS: return(100 + (20 * armyCount)); } return(0); }
// public string kingdomName; // public RACE race; // public float populationGrowth; // public float cityPopulation; // public int altruism; // public int ambition; // public int performance; // public List<CityTile> cities; public void CreateKingdom(float populationGrowth, RACE race, List <CityTile> cities, string kingdomName, Color tileColor) { this.kingdom = new Kingdom(populationGrowth, race, cities, kingdomName, tileColor); for (int i = 0; i < this.kingdom.cities.Count; i++) { this.kingdom.cities [i].cityAttributes.kingdomTile = this; this.kingdom.cities [i].GetComponent <SpriteRenderer> ().color = this.kingdom.cities [i].cityAttributes.kingdomTile.kingdom.tileColor; // this.kingdom.cities [i].cityAttributes.faction = this.kingdom.factions [0]; } // this.kingdom = kingdom; // this.cities = kingdom.cities; // this.race = kingdom.race; // this.populationGrowth = kingdom.populationGrowth; // this.cityPopulation = kingdom.cityPopulation; // this.altruism = kingdom.altruism; // this.ambition = kingdom.ambition; // this.performance = kingdom.performance; // this.kingdomName = kingdom.kingdomName; }
/// <summary> /// Class:Role /// 设置种族以及配置 /// </summary> /// <param name="player_race"></param> public void setRace(RACE race, String race_description, double str_r_b, double str_g, double agi_r_b, double agi_g, double int_r_b, double int_g, double sta_r_b, double sta_g, double luc_r_b, double luc_g) { this.PLAYER_RACE = race; this.PLAYER_RACE_DESCRIPTION = race_description; this.ma_dSTR_RACE_BONUS = str_r_b; this.ma_dSTR_G = str_g; this.ma_dAGI_RACE_BONUS = agi_r_b; this.ma_dAGI_G = agi_g; this.ma_dINT_RACE_BONUS = int_r_b; this.ma_dINT_G = int_g; this.ma_dSTA_RACE_BONUS = sta_r_b; this.ma_dSTA_G = sta_g; this.ma_dLUC_RACE_BONUS = luc_r_b; this.ma_dLUC_G = luc_g; }
public Character(GAME G, int L, ROLLS R) { game = G; level = L; rollType = R; Stats = Rolling.RollStats(rollType); Mods = Rolling.findMods(Stats); CClass = Class.RollClass(game); CRace = race.RollRace(game); HP = HPGold.RollHP(game, CClass, level); Gold = HPGold.RollGold(game, CClass); if (game == DND5e) { background = Background.RollBackground(game); } }
public static string displayRace5e(RACE R) { List <string> Races = collectRaces(DND5e); int irace = (int)R; string subRace = ""; if (R == DRAGONBORN) { subRace = DragonBorn.getSubRace(); } if (R == DWARF) { subRace = Dwarf.getSubRace(); } if (R == ELF) { subRace = Elf.getSubRace(); } if (R == GNOME) { subRace = Gnome.getSubRace(); } if (R == HALFLING) { subRace = Halfling.getSubRace(); } if (subRace != "") { frmref.RaceOutput.Text = Races[irace - 1] + "- " + subRace; } else { frmref.RaceOutput.Text = Races[irace - 1]; } return(subRace); }
void Update() { if (isSimulatingBattle) { return; } if (lblArmy1Count.text == String.Empty || lblArmy2Count.text == String.Empty || lblArmy1Lvl.text == String.Empty || lblArmy2Lvl.text == String.Empty) { return; } lblTotalArmy1Cost.text = "[b]Army Cost:[/b] "; lblTotalArmy2Cost.text = "[b]Army Cost:[/b] "; // lblArmy1Units.text = "[b]Units:[/b] "; // lblArmy2Units.text = "[b]Units:[/b] "; army1Count = Int32.Parse(lblArmy1Count.text); army2Count = Int32.Parse(lblArmy2Count.text); army1Lvl = Int32.Parse(lblArmy1Lvl.text); army2Lvl = Int32.Parse(lblArmy2Lvl.text); army1Type = (ARMY_TYPE)Enum.Parse(typeof(ARMY_TYPE), lblArmy1Type.text); army2Type = (ARMY_TYPE)Enum.Parse(typeof(ARMY_TYPE), lblArmy2Type.text); army1Race = (RACE)Enum.Parse(typeof(RACE), lblArmy1Race.text); army2Race = (RACE)Enum.Parse(typeof(RACE), lblArmy2Race.text); List <Resource> army1Cost = GetArmyCost(army1Race, army1Count, army1Lvl); List <Resource> army2Cost = GetArmyCost(army2Race, army2Count, army2Lvl); army1Units = GetUnitCount(army1Race, army1Count); army2Units = GetUnitCount(army2Race, army2Count); army1HPPerUnit = GetHPValue(army1Race, army1Lvl); army2HPPerUnit = GetHPValue(army2Race, army2Lvl); army1ATK = GetAttackValue(army1Race, army1Lvl); army2ATK = GetAttackValue(army2Race, army2Lvl); totalArmy1ATK = army1Units * GetAttackValue(army1Race, army1Lvl); totalArmy2ATK = army2Units * GetAttackValue(army2Race, army2Lvl); if (army1Type == ARMY_TYPE.DEFENSIVE) { totalArmy1HP = (int)((army1Units * army1HPPerUnit) * 1.25f); } else { totalArmy1HP = army1Units * army1HPPerUnit; } if (army2Type == ARMY_TYPE.DEFENSIVE) { totalArmy2HP = (int)((army2Units * army2HPPerUnit) * 1.25f); } else { totalArmy2HP = army2Units * army2HPPerUnit; } for (int i = 0; i < army1Cost.Count; i++) { lblTotalArmy1Cost.text += army1Cost[i].resourceType.ToString() + " " + army1Cost[i].resourceQuantity.ToString() + " "; } for (int i = 0; i < army2Cost.Count; i++) { lblTotalArmy2Cost.text += army2Cost[i].resourceType.ToString() + " " + army2Cost[i].resourceQuantity.ToString() + " "; } lblArmy1Units.text = "[b]Units:[/b] " + army1Units.ToString(); lblArmy2Units.text = "[b]Units:[/b] " + army2Units.ToString(); lblArmy1HP.text = "[b]HP per unit:[/b] " + army1HPPerUnit.ToString(); lblArmy2HP.text = "[b]HP per unit:[/b] " + army2HPPerUnit.ToString(); lblArmy1ATK.text = "[b]ATK per unit:[/b] " + army1ATK.ToString(); lblArmy2ATK.text = "[b]ATK per unit:[/b] " + army2ATK.ToString(); lblArmy1HPTotal.text = "[b]Total HP:[/b] " + totalArmy1HP.ToString(); lblArmy2HPTotal.text = "[b]Total HP:[/b] " + totalArmy2HP.ToString(); lblArmy1ATKTotal.text = "[b]Total ATK:[/b] " + totalArmy1ATK.ToString(); lblArmy2ATKTotal.text = "[b]Total ATK:[/b] " + totalArmy2ATK.ToString(); }
static string FixMacro(string line) { int pos = line.IndexOf("//"); if (pos >= 0) { line = line.Substring(0, pos); } pos = line.IndexOf(";"); if (pos >= 0) { line = line.Substring(0, pos); } line = line.Trim(); if (line == "") { return(""); } int start = 0; string ret = line; while (start < line.Length) { pos = line.IndexOf('#', start); if (pos < 0) { break; } start = pos + 1; int cnt = 0; while (cnt < 40) { if (pos + cnt >= line.Length) { break; } char ch = line[pos + cnt]; if (ch == '#' || (ch >= 'a' && ch <= 'z') || (ch >= 'A' && ch <= 'Z') || (ch >= '0' && ch <= '9') || ch == '_') { cnt++; } else { break; } } string s = line.Substring(pos, cnt); if (s.StartsWith("#RACE_")) { for (RACE t = RACE.HUMAN; t <= RACE.GOBLIN; t++) { if (s == "#RACE_" + t.ToString()) { ret = ret.Replace(s, ((int)t).ToString()); } } } else if (s.StartsWith("#CLASS_")) { for (CLASS t = CLASS.WARRIOR; t <= CLASS.DRUID; t++) { if (s == "#CLASS_" + t.ToString()) { ret = ret.Replace(s, ((int)t).ToString()); } } } else { ret = ""; } } return(ret); }
public Player(String name, RACE player_race, CLASS role_class) : base(name, player_race, role_class) { }