Add basic classes
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46
pflib-net.Tests/characters/PlayerCharacterTest.cs
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46
pflib-net.Tests/characters/PlayerCharacterTest.cs
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using System.Collections.Generic;
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using NUnit.Framework;
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using pflib_net.characters.internals.characters;
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using pflib_net.characters.internals.characters.internals.proficiencies;
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namespace pflib_net.characters.internals.Tests.characters;
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[TestFixture]
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[TestOf(typeof(PlayerCharacter))]
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public class PlayerCharacterTest
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{
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[Test]
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public void DamageReducesHp()
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{
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var stats = new Stats(0, 0, 0, 0, 0, 0);
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var armorValues = new Dictionary<ProficiencyTypes, ProficiencyValues>
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{
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{ ProficiencyTypes.Unarmored, ProficiencyValues.Expert },
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{ ProficiencyTypes.LightArmor, ProficiencyValues.None },
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{ ProficiencyTypes.MediumArmor, ProficiencyValues.None },
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{ ProficiencyTypes.HeavyArmor, ProficiencyValues.None }
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};
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var armorProficiency = new ArmorProficiency(armorValues);
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var creature = new PlayerCharacter(50, stats, 5, armorProficiency);
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creature.ResolveAttack(20, 20);
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Assert.That(creature.GetHp(), Is.LessThan(50));
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}
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[Test]
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public void AttackFailsOnMiss()
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{
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var stats = new Stats(0, 0, 0, 0, 0, 0);
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var armorValues = new Dictionary<ProficiencyTypes, ProficiencyValues>
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{
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{ ProficiencyTypes.Unarmored, ProficiencyValues.Expert },
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{ ProficiencyTypes.LightArmor, ProficiencyValues.None },
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{ ProficiencyTypes.MediumArmor, ProficiencyValues.None },
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{ ProficiencyTypes.HeavyArmor, ProficiencyValues.None }
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};
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var armorProficiency = new ArmorProficiency(armorValues);
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var creature = new PlayerCharacter(50, stats, 5, armorProficiency);
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creature.ResolveAttack(0, 50);
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Assert.That(creature.GetHp(), Is.EqualTo(50));
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}
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}
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20
pflib-net.Tests/pflib-net.Tests.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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17
pflib-net/characters/ICharacter.cs
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17
pflib-net/characters/ICharacter.cs
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namespace pflib_net.characters.internals.characters;
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public interface ICharacter
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{
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/// <summary>
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/// Resolve an attack against the character's AC and deal damage appropriately
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/// </summary>
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/// <param name="roll"></param>
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/// <param name="damage"></param>
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public void ResolveAttack(int roll, int damage);
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/// <summary>
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/// Return the HP of the character
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/// </summary>
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/// <returns></returns>
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public int GetHp();
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}
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29
pflib-net/characters/PlayerCharacter.cs
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29
pflib-net/characters/PlayerCharacter.cs
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using pflib_net.characters.internals.characters.internals.proficiencies;
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namespace pflib_net.characters.internals.characters;
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public class PlayerCharacter(int hp, Stats stats, int level, ArmorProficiency armorProficiency)
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: ICharacter
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{
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private int Hp { get; set; } = hp;
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private Stats Stats { get; set; } = stats;
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private int Level { get; set; } = level;
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private ArmorProficiency ArmorProficiency { get; set; } = armorProficiency;
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private HashSet<ICondition> Conditions { get; set; } = [];
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public void ResolveAttack(int roll, int damage)
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{
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if (roll < GetAc()) return;
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Hp -= damage;
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}
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private int GetAc()
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{
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return 10 + Stats.GetDexterity() + ArmorProficiency.GetValue(ProficiencyTypes.Unarmored, Level);
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}
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public int GetHp()
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{
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return Hp;
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}
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}
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34
pflib-net/characters/internals/Stats.cs
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34
pflib-net/characters/internals/Stats.cs
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namespace pflib_net.characters.internals;
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public class Stats
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{
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private int Strength { get; set; }
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private int Dexterity { get; set; }
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private int Constitution { get; set; }
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private int Intelligence { get; set; }
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private int Wisdom { get; set; }
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private int Charisma { get; set; }
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public Stats(int strength, int dexterity, int constitution, int intelligence, int wisdom, int charisma)
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{
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Strength = strength;
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Dexterity = dexterity;
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Constitution = constitution;
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Intelligence = intelligence;
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Wisdom = wisdom;
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Charisma = charisma;
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}
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public int GetStrength()
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{
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return Strength;
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}
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public int GetDexterity()
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{
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||||
return Dexterity;
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,18 @@
|
||||
namespace pflib_net.characters.internals.characters.internals.proficiencies;
|
||||
|
||||
public class ArmorProficiency(Dictionary<ProficiencyTypes, ProficiencyValues> values) : IProficiency
|
||||
{
|
||||
private Dictionary<ProficiencyTypes, ProficiencyValues> Values { get; set; } = values;
|
||||
|
||||
public int GetValue(ProficiencyTypes type, int level)
|
||||
{
|
||||
if (Values[type].Equals(ProficiencyValues.None))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
return level + (int) Values[type];
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,6 @@
|
||||
namespace pflib_net.characters.internals.characters.internals.proficiencies;
|
||||
|
||||
public interface IProficiency
|
||||
{
|
||||
public int GetValue(ProficiencyTypes type, int level);
|
||||
}
|
||||
@ -0,0 +1,35 @@
|
||||
namespace pflib_net.characters.internals.characters.internals.proficiencies;
|
||||
|
||||
public enum ProficiencyTypes
|
||||
{
|
||||
Unarmored,
|
||||
LightArmor,
|
||||
MediumArmor,
|
||||
HeavyArmor,
|
||||
|
||||
Unarmed,
|
||||
SimpleWeapon,
|
||||
MartialWeapon,
|
||||
AdvancedWeapon,
|
||||
|
||||
SkillAcrobatics,
|
||||
SkillArcana,
|
||||
SkillAthletics,
|
||||
SkillCrafting,
|
||||
SkillDeception,
|
||||
SkillDiplomacy,
|
||||
SkillIntimidation,
|
||||
SkillMedicine,
|
||||
SkillNature,
|
||||
SkillOccultism,
|
||||
SkillPerformance,
|
||||
SkillReligion,
|
||||
SkillSociety,
|
||||
SkillStealth,
|
||||
SkillSurvival,
|
||||
SkillThievery,
|
||||
|
||||
LoreBardic,
|
||||
LoreLoremaster,
|
||||
LoreOther
|
||||
}
|
||||
@ -0,0 +1,10 @@
|
||||
namespace pflib_net.characters.internals.characters.internals.proficiencies;
|
||||
|
||||
public enum ProficiencyValues: ushort
|
||||
{
|
||||
None = 0,
|
||||
Trainer = 2,
|
||||
Expert = 4,
|
||||
Master = 6,
|
||||
Legendary = 8
|
||||
}
|
||||
6
pflib-net/conditions/ICondition.cs
Normal file
6
pflib-net/conditions/ICondition.cs
Normal file
@ -0,0 +1,6 @@
|
||||
namespace pflib_net.characters.internals;
|
||||
|
||||
public interface ICondition
|
||||
{
|
||||
|
||||
}
|
||||
10
pflib-net/pflib-net.csproj
Normal file
10
pflib-net/pflib-net.csproj
Normal file
@ -0,0 +1,10 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net8.0</TargetFramework>
|
||||
<RootNamespace>pflib_net</RootNamespace>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
</Project>
|
||||
Loading…
x
Reference in New Issue
Block a user