PF-1: Add basic classes #1

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malmal200 merged 5 commits from PF-1-add-basics into master 2024-06-15 02:05:33 +02:00
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using System.Collections.Generic;
using NUnit.Framework;
using pflib_net.characters.internals.characters;
using pflib_net.characters.internals.characters.internals.proficiencies;
namespace pflib_net.characters.internals.Tests.characters;
[TestFixture]
[TestOf(typeof(PlayerCharacter))]
public class PlayerCharacterTest
{
[Test]
public void DamageReducesHp()
{
var stats = new Stats(0, 0, 0, 0, 0, 0);
var armorValues = new Dictionary<ProficiencyTypes, ProficiencyValues>
{
{ ProficiencyTypes.Unarmored, ProficiencyValues.Expert },
{ ProficiencyTypes.LightArmor, ProficiencyValues.None },
{ ProficiencyTypes.MediumArmor, ProficiencyValues.None },
{ ProficiencyTypes.HeavyArmor, ProficiencyValues.None }
};
var armorProficiency = new ArmorProficiency(armorValues);
var creature = new PlayerCharacter(50, stats, 5, armorProficiency);
creature.ResolveAttack(20, 20);
Assert.That(creature.GetHp(), Is.LessThan(50));
}
[Test]
public void AttackFailsOnMiss()
{
var stats = new Stats(0, 0, 0, 0, 0, 0);
var armorValues = new Dictionary<ProficiencyTypes, ProficiencyValues>
{
{ ProficiencyTypes.Unarmored, ProficiencyValues.Expert },
{ ProficiencyTypes.LightArmor, ProficiencyValues.None },
{ ProficiencyTypes.MediumArmor, ProficiencyValues.None },
{ ProficiencyTypes.HeavyArmor, ProficiencyValues.None }
};
var armorProficiency = new ArmorProficiency(armorValues);
var creature = new PlayerCharacter(50, stats, 5, armorProficiency);
creature.ResolveAttack(0, 50);
Assert.That(creature.GetHp(), Is.EqualTo(50));
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFrameworks>net8.0</TargetFrameworks>
<RootNamespace>pflib_net.Tests</RootNamespace>
<IsPackable>false</IsPackable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.10.0" />
<PackageReference Include="NUnit" Version="4.1.0" />
<PackageReference Include="NUnit3TestAdapter" Version="4.5.0" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\pflib-net\pflib-net.csproj" />
</ItemGroup>
</Project>

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namespace pflib_net.characters.internals.characters;
public interface ICharacter
{
/// <summary>
/// Resolve an attack against the character's AC and deal damage appropriately
/// </summary>
/// <param name="roll"></param>
/// <param name="damage"></param>
public void ResolveAttack(int roll, int damage);
/// <summary>
/// Return the HP of the character
/// </summary>
/// <returns></returns>
public int GetHp();
}

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using pflib_net.characters.internals.characters.internals.proficiencies;
namespace pflib_net.characters.internals.characters;
public class PlayerCharacter(int hp, Stats stats, int level, ArmorProficiency armorProficiency)
: ICharacter
{
private int Hp { get; set; } = hp;
private Stats Stats { get; set; } = stats;
private int Level { get; set; } = level;
private ArmorProficiency ArmorProficiency { get; set; } = armorProficiency;
private HashSet<ICondition> Conditions { get; set; } = [];
public void ResolveAttack(int roll, int damage)
{
if (roll < GetAc()) return;
Hp -= damage;
}
private int GetAc()
{
return 10 + Stats.GetDexterity() + ArmorProficiency.GetValue(ProficiencyTypes.Unarmored, Level);
}
public int GetHp()
{
return Hp;
}
}

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namespace pflib_net.characters.internals;
public class Stats
{
private int Strength { get; set; }
private int Dexterity { get; set; }
private int Constitution { get; set; }
private int Intelligence { get; set; }
private int Wisdom { get; set; }
private int Charisma { get; set; }
public Stats(int strength, int dexterity, int constitution, int intelligence, int wisdom, int charisma)
{
Strength = strength;
Dexterity = dexterity;
Constitution = constitution;
Intelligence = intelligence;
Wisdom = wisdom;
Charisma = charisma;
}
public int GetStrength()
{
return Strength;
}
public int GetDexterity()
{
return Dexterity;
}
}

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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];
}
}
}

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namespace pflib_net.characters.internals.characters.internals.proficiencies;
public interface IProficiency
{
public int GetValue(ProficiencyTypes type, int level);
}

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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
}

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namespace pflib_net.characters.internals.characters.internals.proficiencies;
public enum ProficiencyValues: ushort
{
None = 0,
Trainer = 2,
Expert = 4,
Master = 6,
Legendary = 8
}

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namespace pflib_net.characters.internals;
public interface ICondition
{
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<RootNamespace>pflib_net</RootNamespace>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>