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- 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<Weapon> 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;
- }
- }
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