using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace MudEngine.GameObjects.Characters
{
///
/// This class is the base class that handles the managing of a Characters stats.
/// It was decided to place stats within their own class, to allow for developers to easily add additional
/// stats or adjust how stats are used within their MUD's without having to modify the Character code themselves.
///
public class BaseStats
{
///
/// Strength is a measure of muscle, endurance and stamina combined.
/// Strength affects the ability of characters to lift and carry weights, melee attack rolls,
/// damage rolls (for both melee and ranged weapons,) the Jump, Climb, and Swim skills,
/// several combat actions, and general checks involving moving or breaking stubborn objects.
///
public Int32 Strength { get; set; }
///
/// Dexterity encompasses a number of physical attributes including hand-eye coordination, agility,
/// reflexes, fine motor skills, balance and speed of movement; a high dexterity score indicates
/// superiority in all these attributes. Dexterity affects characters with regard to initiative in combat,
/// ranged attack rolls, Armor Class, Reflex saves, and the Balance, Escape Artist, Hide, Move Silently,
/// Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope skills. It also affects the number of additional
/// attacks of opportunity granted by the Combat Reflexes feat. Dexterity is the ability most influenced by
/// outside influences (such as armor).
///
public Int32 Dexterity { get; set; }
///
/// Constitution is a term which encompasses the character's physique, toughness, health and resistance to disease and poison.
/// The higher a character's Constitution, the more hit points that character will have.
/// Constitution also is important for Fortitude saves, the Concentration skill, and fatigue-based general checks.
/// Constitution also determines the duration of a barbarian's rage.
/// Unlike the other ability scores, which render the character unconscious or immobile when they hit 0,
/// having 0 Constitution is fatal.
///
public Int32 Constitution { get; set; }
///
/// Intelligence is similar to IQ, but also includes mnemonic ability, reasoning and learning ability outside
/// those measured by the written word. Intelligence dictates the number of languages a character can learn,
/// and it influences the number of spells a preparation-based arcane spellcaster (like a Wizard) may cast per
/// day, and the effectiveness of said spells. It also affects how many skill points a character gains per level,
/// the Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft skills,
/// and bardic knowledge checks.
///
public Int32 Intelligence { get; set; }
///
/// Wisdom is a composite term for the characters enlightenment, judgement, wile, willpower and intuitiveness.
/// Wisdom influences the number of spells a divine spellcaster (like clerics, druids, paladins, and rangers)
/// can cast per day, and the effectiveness of said spells. It also affects Will saving throws, the Heal, Listen,
/// Profession, Sense Motive, Spot, and Survival skills, the effectiveness of the Stunning Fist feat, and a
/// monk's quivering palm attack.
///
public Int32 Wisdom { get; set; }
///
/// Charisma is the measure of the character's combined physical attractiveness, persuasiveness, and personal magnetism.
/// A generally non-beautiful character can have a very high charisma due to strong measures of the other two aspects of charisma.
/// Charisma influences how many spells spontaneous arcane spellcasters (like sorcerers and bards) can cast per day, and the
/// effectiveness of said spells. It also affects Bluff, Diplomacy, Disguise, Gather Information, Handle Animal,
/// Intimidate, Perform, and Use Magic Device checks, how often and how effectively clerics and paladins can turn
/// undead, the wild empathy of druids and rangers, and a paladin's lay on hands ability.
///
public Int32 Charisma { get; set; }
///
/// Experiance is given to the player based off activities that they perform.
///
public Int32 Experiance { get; set; }
}
}