PF-1: Add basic classes (#1)
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Add basic classes for characters with rudimentary testing Reviewed-on: #1
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11
.gitignore
vendored
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.gitignore
vendored
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[Dd]ebug/
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[Dd]ebugPublic/
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[Rr]elease/
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[Rr]eleases/
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[Bb]in/
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[Oo]bj/
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[Ll]og/
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[Ll]ogs/
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.idea/
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*.user
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47
pflib-net.Tests/characters/PlayerCharacterTest.cs
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47
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;
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using pflib_net.characters.internals.proficiencies;
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using pflib_net.characters.internals.stats;
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namespace pflib_net.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<ProficiencyType, ProficiencyValue>
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{
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{ ProficiencyType.Unarmored, ProficiencyValue.Expert },
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{ ProficiencyType.LightArmor, ProficiencyValue.None },
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{ ProficiencyType.MediumArmor, ProficiencyValue.None },
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{ ProficiencyType.HeavyArmor, ProficiencyValue.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<ProficiencyType, ProficiencyValue>
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{
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{ ProficiencyType.Unarmored, ProficiencyValue.Expert },
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{ ProficiencyType.LightArmor, ProficiencyValue.None },
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{ ProficiencyType.MediumArmor, ProficiencyValue.None },
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{ ProficiencyType.HeavyArmor, ProficiencyValue.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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using System.Collections.Generic;
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using NUnit.Framework;
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using pflib_net.characters.internals.proficiencies;
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namespace pflib_net.Tests.characters.internals.proficiencies;
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[TestFixture]
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[TestOf(typeof(ArmorProficiency))]
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public class ArmorProficiencyTest
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{
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private Dictionary<ProficiencyType, int> _values = new()
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{
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{ ProficiencyType.Unarmored, 0},
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{ ProficiencyType.LightArmor, 5 },
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{ ProficiencyType.MediumArmor, 7 },
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{ ProficiencyType.HeavyArmor, 9 }
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};
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private Dictionary<ProficiencyType, ProficiencyValue> _proficiencyValues =
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new()
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{
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{ ProficiencyType.Unarmored, ProficiencyValue.None },
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{ ProficiencyType.LightArmor, ProficiencyValue.Trained },
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{ ProficiencyType.MediumArmor, ProficiencyValue.Expert },
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{ ProficiencyType.HeavyArmor, ProficiencyValue.Master }
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};
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[Test]
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[TestCase(ProficiencyType.Unarmored)]
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[TestCase(ProficiencyType.LightArmor)]
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[TestCase(ProficiencyType.MediumArmor)]
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[TestCase(ProficiencyType.HeavyArmor)]
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public void GetValueReturnsCorrectAc(ProficiencyType type)
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{
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var armorProficiency = new ArmorProficiency(_proficiencyValues);
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Assert.That(armorProficiency.GetValue(type, 3), Is.EqualTo(_values[type]));
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}
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}
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40
pflib-net.Tests/characters/internals/stats/StatsTest.cs
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40
pflib-net.Tests/characters/internals/stats/StatsTest.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.stats;
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namespace pflib_net.Tests.characters.internals.stats;
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[TestFixture]
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[TestOf(typeof(Stats))]
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public class StatsTest
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{
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private readonly Dictionary<StatType, int> _values = new Dictionary<StatType, int>()
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{
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{ StatType.Strength, 1 },
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{ StatType.Dexterity, 2 },
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{ StatType.Constitution, 3 },
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{ StatType.Intelligence, 4 },
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{ StatType.Wisdom, 5 },
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{ StatType.Charisma, 6 }
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};
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[Test]
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[TestCase(StatType.Strength)]
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[TestCase(StatType.Dexterity)]
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[TestCase(StatType.Constitution)]
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[TestCase(StatType.Intelligence)]
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[TestCase(StatType.Wisdom)]
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[TestCase(StatType.Charisma)]
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public void GetStatsGivesCorrectValues(StatType type)
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{
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var stats = new Stats(
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_values[StatType.Strength],
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_values[StatType.Dexterity],
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_values[StatType.Constitution],
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_values[StatType.Intelligence],
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_values[StatType.Wisdom],
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_values[StatType.Charisma]
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);
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Assert.That(stats.GetStat(type), Is.EqualTo(_values[type]));
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}
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}
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20
pflib-net.Tests/pflib-net.Tests.csproj
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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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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<RootNamespace>pflib_net.Tests</RootNamespace>
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<IsPackable>false</IsPackable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.10.0" />
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<PackageReference Include="NUnit" Version="4.1.0" />
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<PackageReference Include="NUnit3TestAdapter" Version="4.5.0" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\pflib-net\pflib-net.csproj" />
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</ItemGroup>
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</Project>
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22
pflib-net.sln
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pflib-net.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "pflib-net", "pflib-net\pflib-net.csproj", "{67894E72-B960-45B8-BE46-13B887EDE420}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "pflib-net.Tests", "pflib-net.Tests\pflib-net.Tests.csproj", "{C27B21AF-82FC-4AED-845E-DE27602063E0}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{67894E72-B960-45B8-BE46-13B887EDE420}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{67894E72-B960-45B8-BE46-13B887EDE420}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{67894E72-B960-45B8-BE46-13B887EDE420}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{67894E72-B960-45B8-BE46-13B887EDE420}.Release|Any CPU.Build.0 = Release|Any CPU
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{C27B21AF-82FC-4AED-845E-DE27602063E0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{C27B21AF-82FC-4AED-845E-DE27602063E0}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{C27B21AF-82FC-4AED-845E-DE27602063E0}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{C27B21AF-82FC-4AED-845E-DE27602063E0}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobal
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17
pflib-net/characters/ICharacter.cs
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pflib-net/characters/ICharacter.cs
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namespace pflib_net.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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37
pflib-net/characters/PlayerCharacter.cs
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37
pflib-net/characters/PlayerCharacter.cs
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using System.Collections.Generic;
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using pflib_net.characters.internals.proficiencies;
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using pflib_net.characters.internals.stats;
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namespace pflib_net.characters;
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public class PlayerCharacter : ICharacter
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{
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private int Hp { get; set; }
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private Stats Stats { get; set; }
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private int Level { get; set; }
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private ArmorProficiency ArmorProficiency { get; }
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public PlayerCharacter(int hp, Stats stats, int level, ArmorProficiency armorProficiency)
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{
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Hp = hp;
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Stats = stats;
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Level = level;
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ArmorProficiency = armorProficiency;
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}
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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.GetStat(StatType.Dexterity) + ArmorProficiency.GetValue(ProficiencyType.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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using System.Collections.Generic;
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namespace pflib_net.characters.internals.proficiencies;
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public class ArmorProficiency : IProficiency
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{
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private Dictionary<ProficiencyType, ProficiencyValue> Values { get; set; }
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public ArmorProficiency(Dictionary<ProficiencyType, ProficiencyValue> values)
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{
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Values = values;
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}
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public int GetValue(ProficiencyType type, int level)
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{
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if (Values[type].Equals(ProficiencyValue.None))
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{
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return 0;
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}
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else
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{
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return level + (int) Values[type];
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}
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}
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}
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namespace pflib_net.characters.internals.proficiencies;
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public interface IProficiency
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{
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public int GetValue(ProficiencyType type, int level);
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}
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namespace pflib_net.characters.internals.proficiencies;
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public enum ProficiencyType
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{
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Unarmored,
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LightArmor,
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MediumArmor,
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HeavyArmor,
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Unarmed,
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SimpleWeapon,
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MartialWeapon,
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AdvancedWeapon,
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SkillAcrobatics,
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SkillArcana,
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SkillAthletics,
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SkillCrafting,
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SkillDeception,
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SkillDiplomacy,
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SkillIntimidation,
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SkillMedicine,
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SkillNature,
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SkillOccultism,
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SkillPerformance,
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SkillReligion,
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SkillSociety,
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SkillStealth,
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SkillSurvival,
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SkillThievery,
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LoreBardic,
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LoreLoremaster,
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LoreOther
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}
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namespace pflib_net.characters.internals.proficiencies;
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public enum ProficiencyValue: ushort
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{
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None = 0,
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Trained = 2,
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Expert = 4,
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Master = 6,
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Legendary = 8
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}
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11
pflib-net/characters/internals/stats/StatType.cs
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11
pflib-net/characters/internals/stats/StatType.cs
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namespace pflib_net.characters.internals.stats;
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public enum StatType
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{
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Strength,
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Dexterity,
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Constitution,
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Intelligence,
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Wisdom,
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Charisma
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}
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23
pflib-net/characters/internals/stats/Stats.cs
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pflib-net/characters/internals/stats/Stats.cs
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using System.Collections.Generic;
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namespace pflib_net.characters.internals.stats;
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public class Stats
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{
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private Dictionary<StatType, int> StatDict { get; } = new();
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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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StatDict[StatType.Strength] = strength;
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StatDict[StatType.Dexterity] = dexterity;
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StatDict[StatType.Constitution] = constitution;
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StatDict[StatType.Intelligence] = intelligence;
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StatDict[StatType.Wisdom] = wisdom;
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StatDict[StatType.Charisma] = charisma;
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}
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public int GetStat(StatType type)
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{
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return StatDict[type];
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}
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}
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14
pflib-net/pflib-net.csproj
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pflib-net/pflib-net.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<RootNamespace>pflib_net</RootNamespace>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<Folder Include="conditions\" />
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</ItemGroup>
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</Project>
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