示例#1
0
        /// <summary>Prepares the base character.</summary>
        /// <param name="session">The session.</param>
        /// <returns>Filled out base character.</returns>
        public static Thing PrepareBaseCharacter(Session session)
        {
            var movableBehavior        = new MovableBehavior();
            var livingBehavior         = new LivingBehavior();
            var sensesBehavior         = new SensesBehavior();
            var userControlledBehavior = new UserControlledBehavior()
            {
                Controller = session,
            };
            var playerBehavior = new PlayerBehavior(sensesBehavior, userControlledBehavior)
            {
                SessionId = session.ID,
            };

            var player = new Thing(livingBehavior, sensesBehavior, userControlledBehavior, playerBehavior, movableBehavior);

            var game = GameSystemController.Instance;

            // Load the default stats for the current gaming system
            foreach (var gameStat in game.GameStats)
            {
                var currStat = new GameStat(session, gameStat.Name, gameStat.Abbreviation, gameStat.Formula, gameStat.Value, gameStat.MinValue, gameStat.MaxValue, gameStat.Visible);
                player.Stats.Add(currStat.Abbreviation, currStat);
            }

            // Load the secondary stats\attributes for the current gaming system
            foreach (var attribute in game.GameAttributes)
            {
                var newAttribute = new GameAttribute(session, attribute.Name, attribute.Abbreviation, attribute.Formula, attribute.Value, attribute.MinValue, attribute.MaxValue, attribute.Visible);
                player.Attributes.Add(newAttribute.Abbreviation, newAttribute);
            }

            return(player);
        }
示例#2
0
        /// <summary>Adds the given attribute to this <see cref="Thing"/>.</summary>
        /// <param name="gameAttribute">The attribute to be added.</param>
        public void AddAttribute(GameAttribute gameAttribute)
        {
            gameAttribute.Parent = this;

            this.Attributes.Add(gameAttribute.Name, gameAttribute);

            gameAttribute.OnAdd();
        }
示例#3
0
 /// <summary>Removes the given attribute from this <see cref="Thing"/>.</summary>
 /// <param name="gameAttribute">The attribute to be removed.</param>
 public void RemoveAttribute(GameAttribute gameAttribute)
 {
     gameAttribute.Parent = null;
     if (Attributes.ContainsKey(gameAttribute.Name))
     {
         Attributes.Remove(gameAttribute.Name);
     }
     gameAttribute.OnRemove();
 }
示例#4
0
        /// <summary>Prepares the base character.</summary>
        /// <param name="session">The session.</param>
        /// <returns>Filled out base character.</returns>
        public static Thing PrepareBaseCharacter(Session session)
        {
            var movableBehavior = new MovableBehavior();
            var livingBehavior = new LivingBehavior();
            var sensesBehavior = new SensesBehavior();
            var userControlledBehavior = new UserControlledBehavior()
            {
                Controller = session,
            };
            var playerBehavior = new PlayerBehavior(sensesBehavior, userControlledBehavior)
            {
                SessionId = session.ID,
            };

            var player = new Thing(livingBehavior, sensesBehavior, userControlledBehavior, playerBehavior, movableBehavior);

            var game = GameSystemController.Instance;

            // Load the default stats for the current gaming system
            foreach (var gameStat in game.GameStats)
            {
                var currStat = new GameStat(session, gameStat.Name, gameStat.Abbreviation, gameStat.Formula, gameStat.Value, gameStat.MinValue, gameStat.MaxValue, gameStat.Visible);
                player.Stats.Add(currStat.Abbreviation, currStat);
            }

            // Load the secondary stats\attributes for the current gaming system
            foreach (var attribute in game.GameAttributes)
            {
                var newAttribute = new GameAttribute(session, attribute.Name, attribute.Abbreviation, attribute.Formula, attribute.Value, attribute.MinValue, attribute.MaxValue, attribute.Visible);
                player.Attributes.Add(newAttribute.Abbreviation, newAttribute);
            }

            return player;
        }