Beispiel #1
0
        public new void Add(Army newArmy)
        {
            if (FightGoingOn)
            {
                for (int i = 0; i < FightingArmies.Count(); i++)
                {
                    List <Army> side = FightingArmies[i];
                    foreach (Army unitInBattle in side)
                    {
                        if (newArmy.Owner.IsHostile[unitInBattle.Owner])
                        {
                            FightingArmies[(i + 1) % 2].Add(newArmy);
                        }
                    }
                }
            }
            else
            {
                List <Army> oppositionSide = new List <Army>();
                foreach (Army unitAlreadyOnTile in this)
                {
                    if (newArmy.Owner.IsHostile[unitAlreadyOnTile.Owner])
                    {
                        // Start a fight with them.
                        oppositionSide.Add(unitAlreadyOnTile);
                    }
                }

                if (oppositionSide.Any())
                {
                    FightGoingOn   = true;
                    FightingArmies = new[]
                    {
                        new List <Army>
                        {
                            newArmy
                        },
                        oppositionSide
                    };
                }
            }

            base.Add(newArmy);
        }
Beispiel #2
0
        private void IncrementFight()
        {
            if (FightGoingOn)
            {
                Random randomNumberGenerator = new Random();
                int    firstHittingIndex     = randomNumberGenerator.Next(0, 1);
                for (int i = 0; i < FightingArmies.Count(); i++)
                {
                    List <Army> offensiveArmies   = FightingArmies[firstHittingIndex];
                    double      offensiveStrength = offensiveArmies.Sum(army => army.CalculateOffensiveStrength());
                    firstHittingIndex = (firstHittingIndex + 1) % 2;
                    List <Army> defensiveArmies   = FightingArmies[firstHittingIndex];
                    double      defensiveStrength = offensiveArmies.Sum(army => army.CalculateDefensiveStrength());

                    double damageModifier = defensiveStrength / offensiveStrength;

                    double rawDamageDelt = offensiveStrength / damageModifier;

                    // TODO: Make this balance out to ensure that larger armies take more damage instead of all armies taking equal damage.
                    double damagePerArmy = rawDamageDelt / defensiveArmies.Count;

                    for (int j = 0; j < defensiveArmies.Count; j++)
                    {
                        Army defensiveArmy  = defensiveArmies[j];
                        bool armyStillAlive = defensiveArmy.DealDamage(damagePerArmy);
                        if (!armyStillAlive)
                        {
                            defensiveArmies.Remove(defensiveArmy);
                            j--;
                        }
                    }

                    if (!defensiveArmies.Any())
                    {
                        FightingArmies = null;
                        FightGoingOn   = false;
                        break;
                    }
                }
            }
        }