using Domain.Weapons; using Infrastructure; namespace Domain; public class Player : BaseEntity { public string? Name { get; set; } public string? CharacterName { get; set; } public string? Background { get; set; } public int Experience { get; set; } public int CC { get; set; } public int CT { get; set; } public int F { get; set; } public int E { get; set; } public int AG { get; set; } public int INT { get; set; } public int PER { get; set; } public int FM { get; set; } public int SOC { get; set; } public int MF { get; set; } public ICollection Weapons { get; set; } public int Initiative() { return DiceService.RollDices(1, 10) + DiceService.Bonus(AG); } public bool TestCC() { return DiceService.RollDices(1, 100) <= CC; } public bool TestCT() { return DiceService.RollDices(1, 100) <= CT; } public bool TestF() { return DiceService.RollDices(1, 100) <= F; } public bool TestE() { return DiceService.RollDices(1, 100) <= E; } public bool TestAG() { return DiceService.RollDices(1, 100) <= AG; } public bool TestINT() { return DiceService.RollDices(1, 100) <= INT; } public bool TestPER() { return DiceService.RollDices(1, 100) <= PER; } public bool TestFM() { return DiceService.RollDices(1, 100) <= FM; } public bool TestSOC() { return DiceService.RollDices(1, 100) <= SOC; } public bool TestMF() { return DiceService.RollDices(1, 100) <= MF; } }