Monster.cs 5.1 KB

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  1. //-----------------------------------------------------------------------------
  2. // Monster.cs
  3. //
  4. // Microsoft XNA Community Game Platform
  5. // Copyright (C) Microsoft Corporation. All rights reserved.
  6. //-----------------------------------------------------------------------------
  7. using System;
  8. using System.Collections.Generic;
  9. using System.IO;
  10. using System.Linq;
  11. using Microsoft.Xna.Framework;
  12. using Microsoft.Xna.Framework.Content;
  13. using Microsoft.Xna.Framework.Graphics;
  14. namespace RolePlaying.Data
  15. {
  16. /// <summary>
  17. /// An enemy NPC that fights you in combat.
  18. /// </summary>
  19. /// <remarks>
  20. /// Any combat many have many of the same monster, and they don't exist beyond
  21. /// combat. Therefore, current statistics are tracked in the runtime combat engine.
  22. /// </remarks>
  23. public class Monster : FightingCharacter
  24. {
  25. /// <summary>
  26. /// The chance that this monster will defend instead of attack.
  27. /// </summary>
  28. private int defendPercentage;
  29. /// <summary>
  30. /// The chance that this monster will defend instead of attack.
  31. /// </summary>
  32. public int DefendPercentage
  33. {
  34. get { return defendPercentage; }
  35. set { defendPercentage = (value > 100 ? 100 : (value < 0 ? 0 : value)); }
  36. }
  37. /// <summary>
  38. /// The possible gear drops from this monster.
  39. /// </summary>
  40. private List<GearDrop> gearDrops = new List<GearDrop>();
  41. /// <summary>
  42. /// The possible gear drops from this monster.
  43. /// </summary>
  44. public List<GearDrop> GearDrops
  45. {
  46. get { return gearDrops; }
  47. set { gearDrops = value; }
  48. }
  49. public int CalculateGoldReward(Random random)
  50. {
  51. return CharacterClass.BaseGoldValue * CharacterLevel;
  52. }
  53. public int CalculateExperienceReward(Random random)
  54. {
  55. return CharacterClass.BaseExperienceValue * CharacterLevel;
  56. }
  57. public List<string> CalculateGearDrop(Random random)
  58. {
  59. List<string> gearRewards = new List<string>();
  60. Random useRandom = random;
  61. if (useRandom == null)
  62. {
  63. useRandom = new Random();
  64. }
  65. foreach (GearDrop gearDrop in GearDrops)
  66. {
  67. if (random.Next(100) < gearDrop.DropPercentage)
  68. {
  69. gearRewards.Add(gearDrop.GearName);
  70. }
  71. }
  72. return gearRewards;
  73. }
  74. internal static Monster Load(string monsterContentName, ContentManager contentManager)
  75. {
  76. var asset = XmlHelper.GetAssetElementFromXML(monsterContentName);
  77. var monster = new Monster
  78. {
  79. AssetName = monsterContentName,
  80. Name = asset.Element("Name").Value,
  81. Direction = Enum.TryParse<Direction>((string)asset.Element("Direction"), out var dir) ? dir : default,
  82. CharacterClassContentName = (string)asset.Element("CharacterClassContentName"),
  83. CharacterLevel = (int)asset.Element("CharacterLevel"),
  84. InitialEquipmentContentNames = asset.Element("InitialEquipmentContentNames")
  85. .Elements("Item").Select(x => (string)x).ToList(),
  86. CombatSprite = AnimatingSprite.Load(asset.Element("CombatSprite"), contentManager),
  87. MapSprite = AnimatingSprite.Load(asset.Element("MapSprite"), contentManager),
  88. GearDrops = asset.Element("GearDrops")?.Elements("Item")
  89. .Select(item => new GearDrop
  90. {
  91. GearName = (string)item.Element("GearName"),
  92. DropPercentage = (int)item.Element("DropPercentage")
  93. }).ToList()
  94. };
  95. monster.CharacterClass = CharacterClass.Load(Path.Combine("CharacterClasses", monster.CharacterClassContentName), contentManager);
  96. monster.ShadowTexture = contentManager.Load<Texture2D>(Path.Combine("Textures", "Characters", "CharacterShadow"));
  97. monster.AddStandardCharacterCombatAnimations();
  98. monster.AddStandardCharacterIdleAnimations();
  99. monster.AddStandardCharacterWalkingAnimations();
  100. monster.ResetAnimation(false);
  101. return monster;
  102. }
  103. /// <summary>
  104. /// Reads a Monster object from the content pipeline.
  105. /// </summary>
  106. public class MonsterReader : ContentTypeReader<Monster>
  107. {
  108. protected override Monster Read(ContentReader input,
  109. Monster existingInstance)
  110. {
  111. Monster monster = existingInstance;
  112. if (monster == null)
  113. {
  114. monster = new Monster();
  115. }
  116. input.ReadRawObject<FightingCharacter>(monster as FightingCharacter);
  117. monster.DefendPercentage = input.ReadInt32();
  118. monster.GearDrops.AddRange(input.ReadObject<List<GearDrop>>());
  119. return monster;
  120. }
  121. }
  122. }
  123. }