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363 lines (356 loc) · 10.5 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace ASCIIMazeCS
{
public enum PClass
{
Warrior,
Knight,
Cleric,
Mage,
Rogue,
};
class PlayerInfo
{
//stats
private int level;
private long exp;
private int hp, str, def, intel, fort, spd;
private int curhungr, curdet, curhp;
private int hungrMax, detecMax;
private PClass c;
//equipped stuff for adventure mode
private ItemData weapon;
private ItemData magWeap;
private ItemData armor;
public int Level
{
get { return level; }
set { level = value; }
}
public long Experience
{
get { return exp; }
set { exp = value; }
}
public int HP
{
get { return hp; }
set { hp = value; }
}
public int CurrentHP
{
get { return curhp; }
set { curhp = value; }
}
public int Strength
{
get { return str; }
set { str = value; }
}
public int Defense
{
get { return def; }
set { def = value; }
}
public int Intelligence
{
get { return intel; }
set { intel = value; }
}
public int Fortitude
{
get { return fort; }
set { fort = value; }
}
public int Speed
{
get { return spd; }
set { spd = value; }
}
public int CurrentHunger
{
get { return curhungr; }
set { curhungr = value; }
}
public int MaxHunger
{
get { return hungrMax; }
set { hungrMax = value; }
}
public int CurrentDetection
{
get { return curdet; }
set { curdet = value; }
}
public int MaxDetection
{
get { return detecMax; }
set { detecMax = value; }
}
public PClass PlayerClass
{
get { return c; }
set { c = value; }
}
public ItemData EquippedWeapon
{
get { return weapon; }
set { weapon = value; }
}
public ItemData EquippedMagicWeapon
{
get { return magWeap; }
set { magWeap = value; }
}
public ItemData EquippedArmor
{
get { return armor; }
set { armor = value; }
}
public void playerInit()
{
Level = 1;
Experience = 0;
switch (PlayerClass)
{
case PClass.Warrior:
HP = 50;
CurrentHP = 50;
Strength = 6;
Defense = 2;
Intelligence = 1;
Fortitude = 1;
Speed = 3;
break;
case PClass.Knight:
HP = 40;
CurrentHP = 40;
Strength = 4;
Defense = 5;
Intelligence = 2;
Fortitude = 2;
Speed = 1;
break;
case PClass.Cleric:
HP = 25;
CurrentHP = 25;
Strength = 1;
Defense = 2;
Intelligence = 6;
Fortitude = 4;
Speed = 3;
break;
case PClass.Mage:
HP = 30;
CurrentHP = 30;
Strength = 2;
Defense = 1;
Intelligence = 5;
Fortitude = 3;
Speed = 4;
break;
case PClass.Rogue:
HP = 35;
CurrentHP = 35;
Strength = 3;
Defense = 1;
Intelligence = 3;
Fortitude = 2;
Speed = 5;
break;
}
}
public void levelUp()
{
Random r = new Random();
int percentage;
Level += 1;
switch (PlayerClass)
{
case PClass.Warrior:
#region Warrior Growths
percentage = r.Next(1, 100);
if (percentage > 25)
{
HP += 5;
CurrentHP = HP;
}
percentage = r.Next(1, 100);
if (percentage > 10)
{
Strength += 1;
}
percentage = r.Next(1, 100);
if (percentage > 20)
{
Defense += 1;
}
percentage = r.Next(1, 100);
if (percentage > 90)
{
Intelligence += 1;
}
percentage = r.Next(1, 100);
if (percentage > 70)
{
Fortitude += 1;
}
percentage = r.Next(1, 100);
if (percentage > 50)
{
Speed += 1;
}
#endregion
break;
case PClass.Knight:
#region Knight Growths
percentage = r.Next(1, 100);
if (percentage > 35)
{
HP += 5;
CurrentHP = HP;
}
percentage = r.Next(1, 100);
if (percentage > 50)
{
Strength += 1;
}
percentage = r.Next(1, 100);
if (percentage > 10)
{
Defense += 1;
}
percentage = r.Next(1, 100);
if (percentage > 65)
{
Intelligence += 1;
}
percentage = r.Next(1, 100);
if (percentage > 35)
{
Fortitude += 1;
}
percentage = r.Next(1, 100);
if (percentage > 85)
{
Speed += 1;
}
#endregion
break;
case PClass.Cleric:
#region Cleric Growths
percentage = r.Next(1, 100);
if (percentage > 50)
{
HP += 5;
CurrentHP = HP;
}
percentage = r.Next(1, 100);
if (percentage > 90)
{
Strength += 1;
}
percentage = r.Next(1, 100);
if (percentage > 75)
{
Defense += 1;
}
percentage = r.Next(1, 100);
if (percentage > 15)
{
Intelligence += 1;
}
percentage = r.Next(1, 100);
if (percentage > 25)
{
Fortitude += 1;
}
percentage = r.Next(1, 100);
if (percentage > 50)
{
Speed += 1;
}
#endregion
break;
case PClass.Mage:
#region Mage Growths
percentage = r.Next(1, 100);
if (percentage > 60)
{
HP += 5;
CurrentHP = HP;
}
percentage = r.Next(1, 100);
if (percentage > 85)
{
Strength += 1;
}
percentage = r.Next(1, 100);
if (percentage > 70)
{
Defense += 1;
}
percentage = r.Next(1, 100);
if (percentage > 5)
{
Intelligence += 1;
}
percentage = r.Next(1, 100);
if (percentage > 45)
{
Fortitude += 1;
}
percentage = r.Next(1, 100);
if (percentage > 45)
{
Speed += 1;
}
#endregion
break;
case PClass.Rogue:
#region Rouge Growths
percentage = r.Next(1, 100);
if (percentage > 55)
{
HP += 5;
CurrentHP = HP;
}
percentage = r.Next(1, 100);
if (percentage > 40)
{
Strength += 1;
}
percentage = r.Next(1, 100);
if (percentage > 75)
{
Defense += 1;
}
percentage = r.Next(1, 100);
if (percentage > 50)
{
Intelligence += 1;
}
percentage = r.Next(1, 100);
if (percentage > 80)
{
Fortitude += 1;
}
percentage = r.Next(1, 100);
if (percentage > 10)
{
Speed += 1;
}
#endregion
break;
}
}
public void updateStats()
{
//update stats based on equipped stuff
}
}
}