using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
///
/// 种族 - 工具
///
public static class ProfessionTool {
#region 扩展
/// 初始:满生命骰子 + 体质调整值
public static void Initial(this DataProfession profession, DataCharacter character) {
profession.character = character;
int hitPoint = profession.hitDice + character.ConModifier;
profession.level = 1;
profession.hitPoints = new List { hitPoint };
}
/// 升级:骰生命骰子 + 体质调整值
public static void Upgrade(this DataProfession profession) {
profession.level++;
int hitPoint = Dice.Roll(profession.hitDice);
int modifier = profession.character.ConModifier;
profession.hitPoints.Add(hitPoint + modifier);
}
/// 生命点:每级生命点总和
public static int HitPoint(this DataProfession profession) {
return profession.hitPoints.Sum();
}
#endregion
#region 创建
/// 创建
public static DataProfession Create(string name, int hitDice) {
DataProfession profession = new DataProfession { name = name, hitDice = hitDice };
profession.name = name;
profession.hitDice = hitDice;
return profession;
}
/// 无职业 1d4
public static DataProfession None() {
return Create("无", 4);
}
/// 随机职业
public static DataProfession Random() {
int index = Dice.Roll(5);
if (index == 1) { return Warrior(); }
if (index == 2) { return Wizard(); }
if (index == 3) { return Cleric(); }
if (index == 4) { return Ranger(); }
if (index == 5) { return Chanter(); }
return None();
}
/// 战士 1d10
public static DataProfession Warrior() {
return Create("战士", 10);
}
/// 法师 1d6
public static DataProfession Wizard() {
return Create("法师", 6);
}
/// 牧师 1d8
public static DataProfession Cleric() {
return Create("牧师", 8);
}
/// 游侠 1d8
public static DataProfession Ranger() {
return Create("游侠", 8);
}
/// 歌者 1d6
public static DataProfession Chanter() {
return Create("歌者", 6);
}
#endregion
}