Monster.cs 3.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133
  1. #region File Description
  2. //-----------------------------------------------------------------------------
  3. // Monster.cs
  4. //
  5. // Microsoft XNA Community Game Platform
  6. // Copyright (C) Microsoft Corporation. All rights reserved.
  7. //-----------------------------------------------------------------------------
  8. #endregion
  9. #region Using Statements
  10. using System;
  11. using System.Collections.Generic;
  12. using Microsoft.Xna.Framework;
  13. using Microsoft.Xna.Framework.Content;
  14. #endregion
  15. namespace RolePlayingGameData
  16. {
  17. /// <summary>
  18. /// An enemy NPC that fights you in combat.
  19. /// </summary>
  20. /// <remarks>
  21. /// Any combat many have many of the same monster, and they don't exist beyond
  22. /// combat. Therefore, current statistics are tracked in the runtime combat engine.
  23. /// </remarks>
  24. public class Monster : FightingCharacter
  25. {
  26. #region Artificial Intelligence Parameters
  27. /// <summary>
  28. /// The chance that this monster will defend instead of attack.
  29. /// </summary>
  30. private int defendPercentage;
  31. /// <summary>
  32. /// The chance that this monster will defend instead of attack.
  33. /// </summary>
  34. public int DefendPercentage
  35. {
  36. get { return defendPercentage; }
  37. set { defendPercentage = (value > 100 ? 100 : (value < 0 ? 0 : value)); }
  38. }
  39. #endregion
  40. #region Combat Rewards
  41. /// <summary>
  42. /// The possible gear drops from this monster.
  43. /// </summary>
  44. private List<GearDrop> gearDrops = new List<GearDrop>();
  45. /// <summary>
  46. /// The possible gear drops from this monster.
  47. /// </summary>
  48. public List<GearDrop> GearDrops
  49. {
  50. get { return gearDrops; }
  51. set { gearDrops = value; }
  52. }
  53. public int CalculateGoldReward(Random random)
  54. {
  55. return CharacterClass.BaseGoldValue * CharacterLevel;
  56. }
  57. public int CalculateExperienceReward(Random random)
  58. {
  59. return CharacterClass.BaseExperienceValue * CharacterLevel;
  60. }
  61. public List<string> CalculateGearDrop(Random random)
  62. {
  63. List<string> gearRewards = new List<string>();
  64. Random useRandom = random;
  65. if (useRandom == null)
  66. {
  67. useRandom = new Random();
  68. }
  69. foreach (GearDrop gearDrop in GearDrops)
  70. {
  71. if (random.Next(100) < gearDrop.DropPercentage)
  72. {
  73. gearRewards.Add(gearDrop.GearName);
  74. }
  75. }
  76. return gearRewards;
  77. }
  78. #endregion
  79. #region Content Type Reader
  80. /// <summary>
  81. /// Reads a Monster object from the content pipeline.
  82. /// </summary>
  83. public class MonsterReader : ContentTypeReader<Monster>
  84. {
  85. protected override Monster Read(ContentReader input,
  86. Monster existingInstance)
  87. {
  88. Monster monster = existingInstance;
  89. if (monster == null)
  90. {
  91. monster = new Monster();
  92. }
  93. input.ReadRawObject<FightingCharacter>(monster as FightingCharacter);
  94. monster.DefendPercentage = input.ReadInt32();
  95. monster.GearDrops.AddRange(input.ReadObject<List<GearDrop>>());
  96. return monster;
  97. }
  98. }
  99. #endregion
  100. }
  101. }