首先,我想表达的是我写这篇文章的意图是遵循网站本身的准则,该准则指出任何人都可以记录他们的工作,以帮助促进将来再次需要它的可能性。以下是它所说的截图:
问题很简单,有人希望如何制作d20风格的游戏,为战斗系统制作骰子滚轮类以及在游戏框架内的一般用途?
答案 0 :(得分:3)
创建“Dicebag”非常简单;编写它几乎不需要任何努力。但是,在继续之前还有一些事情需要描述。骰子(复数“骰子”)永远不能为零或负数,因此在写课时我们需要为此做好准备。我们将使用我们自己的“Dice”枚举来包装参数重载,无条件地,这将是无符号整数。这样做有助于防止各种未定义的行为。我们还将为返回值添加+1,以确保该数字永远不会为0,正如我所说的那样,物理芯片无法实现。
使用这些规则和法律,这是规定的课程:
using System;
using System.Collections.Generic;
namespace Utilities {
/**
* Original Author: Gordon Kyle Wallace, "Krythic"
*
* This class is designed to emulate/facilitate the rolling of real-world
* dice within a d20 stylized game/system.
*
* License:
* There is not one; this snippet may be used/modified by anyone for
* any arbitrary reason. I, Gordon Kyle Wallace "Krythic", lay no claim upon
* this document, the program it ultimately produces, or the thought-patterns
* that may—or may not—emerge from using it.
*
* This disclaimer may be deleted at your whim.
*
* ~Krythic
*/
public class DiceBag {
public enum Dice : uint {
/// <summary>
/// This can be considered a double-sided coin;
/// used to delimit a 50/50 probability.
/// </summary>
D2 = 2 ,
/// <summary>
/// A Tetrahedron
/// A 4 Sided Die
/// </summary>
D4 = 4 ,
/// <summary>
/// A Cube
/// A 6 Sided Die
/// </summary>
D6 = 6 ,
/// <summary>
/// A Octahedron
/// A 8 Sided Die
/// </summary>
D8 = 8 ,
/// <summary>
/// A Pentagonal Trapezohedron
/// A 10 Sided Die
/// </summary>
D10 = 10 ,
/// <summary>
/// A Dodecahedron
/// A 12 Sided Die
/// </summary>
D12 = 12 ,
/// <summary>
/// A Icosahedron
/// A 20 Sided Die
/// </summary>
D20 = 20 ,
/// <summary>
/// A Rhombic Triacontahedron
/// A 30 Sided Die
/// </summary>
D30 = 30 ,
/// <summary>
/// A Icosakaipentagonal Trapezohedron
/// A 50 Sided Die
/// </summary>
D50 = 50 ,
/// <summary>
/// A Pentagonal Hexecontahedron
/// A 60 Sided Die
/// </summary>
D60 = 60 ,
/// <summary>
/// A Zocchihedron
/// A 100 Sided Die
/// </summary>
D100 = 100
};
private Random _rng;
public DiceBag() {
_rng = new Random();
}
/**
* The default dice-rolling method. All methods link to this one.
*/
private int InternalRoll( uint dice ) {
return 1 + _rng.Next( ( int )dice );
}
/// <summary>
/// Rolls the specified dice.
/// </summary>
/// <param name="d">The d.</param>
/// <returns>The Number rolled.</returns>
public int Roll( Dice d ) {
return InternalRoll( ( uint )d );
}
/// <summary>
/// Rolls the chosen dice then adds a modifier
/// to the rolled number.
/// </summary>
/// <param name="dice">The dice.</param>
/// <param name="modifier">The modifier.</param>
/// <returns></returns>
public int RollWithModifier( Dice dice , uint modifier ) {
return InternalRoll( ( uint )dice ) + ( int )modifier;
}
/// <summary>
/// Rolls a series of dice and returns a collection containing them.
/// </summary>
/// <param name="d">The d.</param>
/// <param name="times">The times.</param>
/// <returns>A Collection Holding the dice rolls.</returns>
public List<int> RollQuantity( Dice d , uint times ) {
List<int> rolls = new List<int>();
for( int i = 0 ; i < times ; i++ ) {
rolls.Add( InternalRoll( ( uint )d ) );
}
return rolls;
}
}
}
如何使用此课程:
实现该类非常简单。首先,您必须创建“Dicebag”类的实例,然后选择您选择的方法。这是一个滚动1d20(一个二十面模具)的例子:
DiceBag bag = new DiceBag();
Console.WriteLine( bag.Roll( DiceBag.Dice.D20 ) );
如何将修饰符属性应用于滚动:
同样,这很简单。我们将使用另一种称为“RollWithModifier”的方法,并使用所选择的骰子,同时使用我们选择的任何无符号整数输入第二个重载。这是一个片段,在使用d20之间,会在最终卷上添加一个22的修饰符:
DiceBag bag = new DiceBag();
Console.WriteLine( bag.RollWithModifier( DiceBag.Dice.D20 , 22 ) );
你可能也注意到我冒昧地为大规模掷骰子添加辅助方法。这可能在某些情况下有用。下面的片段将使用d20生成131个骰子:
DiceBag bag = new DiceBag();
List<int> rolls = bag.RollQuantity( DiceBag.Dice.D20 , 131 );
for( int i = 0 ; i < rolls.Count ; i++ ) {
Console.WriteLine( rolls[ i ] );
}
这就是它的全部内容。