//grabs monsters randomly who are not too difficult
        public void ResetMonsters()
        {
            //clear out the dead monsters
            DatasetMonster.Clear();
            //get the party level to only get monsters who are not too much higher than average level
            int partyAverageLevel = GetPartyAverageLevel();
            //will crash if no monsters...
            int nextMonsterIndex;

            for (int i = 0; i < MaxPartySize; i++)
            {
                //generates a new random index
                nextMonsterIndex = RNG.Next() % MonsterViewModel.Instance.Dataset.Count;
                DatasetMonster.Add(new Monster()); //adds a monster to update with the random monster
                //while too high of a level, choose a new monster
                while (MonsterViewModel.Instance.Dataset[nextMonsterIndex].attributes.level > (partyAverageLevel + 2))
                {
                    nextMonsterIndex = RNG.Next() % MonsterViewModel.Instance.Dataset.Count;
                }
                //copy the monster from the master monster list
                DatasetMonster[i].Update(MonsterViewModel.Instance.Dataset[nextMonsterIndex]);
            }
        }
Ejemplo n.º 2
0
        private async Task ExecuteLoadDataCommand()
        {
            if (IsBusy)
            {
                return;
            }

            IsBusy = true;

            try
            {
                DatasetMonster.Clear();
                DatasetCharacter.Clear();

                var dataset = await DataStore.GetPartyAsync_Monster(true);

                var datasett = await DataStore.GetPartyAsync_Character(true);

                foreach (var data in dataset)
                {
                    DatasetMonster.Add(data);
                }
                foreach (var data in datasett)
                {
                    DatasetCharacter.Add(data);
                }
            }
            catch (Exception ex)
            {
                Debug.WriteLine(ex);
            }
            finally
            {
                IsBusy = false;
            }
        }
Ejemplo n.º 3
0
        //_____________________NEW MONSTER__________________________________________________
        #region commands
        //refresher for monster list

        public void refreshMonster()
        {
            DatasetMonster.Clear(); //clear any current datasetmonster

            //Call levelscale to reset globals and get averages before new round
            battleInstance.LevelScale();

            // call new instance of monster
            MonstersViewModel.Instance.newRoundMonsters();

            //new monsters get but into var dataset
            var dataset = MonstersViewModel.Instance.Dataset;

            List <Monster> SortedList = new List <Monster>();

            //insert dataset for sorting
            foreach (var data in dataset)
            {
                //var mydata = dataset.FirstOrDefault(arg => arg.Id == data);
                if (DatasetMonster.Count < 6)
                {
                    Monster _monster = new Monster(data); // monster copy ////////TEST
                    _monster.Id = Guid.NewGuid().ToString();

                    //If round count does not equal 1?

                    //Set's monster's Level to average character level
                    _monster.Level = (int)(GlobalVariables.AverageLevel);

                    //Set's monster's experience to current experience level if level is 1 else experience*level
                    if (_monster.Level <= 1)
                    {
                        _monster.CurrentExperience = _monster.CurrentExperience;
                    }
                    else
                    {
                        _monster.CurrentExperience = _monster.CurrentExperience * _monster.Level;
                    }


                    //Set's monsters health to 50% of Averagehealth * base max health
                    _monster.MaximumHealth = (int)(0.5 * (GlobalVariables.AverageHealth + _monster.MaximumHealth));

                    //Set current health to maximum health
                    _monster.CurrentHealth = _monster.MaximumHealth;

                    //Set's attack to 50% of average attack + base attack
                    _monster.Attack = (int)(0.5 * (GlobalVariables.AverageAttack + _monster.Attack));

                    //Set's defense to 50% of average defense + base defense
                    _monster.Defense = (int)(0.5 * (GlobalVariables.AverageDefense + _monster.Defense));

                    //Set's speed to 50% of average speed + base speed
                    _monster.Speed = (int)(0.5 * (GlobalVariables.AverageSpeed + _monster.Speed));


                    SortedList.Add(_monster);
                }
            }
            var newlist = SortedList.OrderByDescending(s => s.Speed).ThenByDescending(n => n.Name).ToList();

            foreach (var data in newlist) //load dataset with sorted list
            {
                data.GrabItem();
                DatasetMonster.Add(data);
            }

            battleInstance.GetCharacters();
            battleInstance.GetMonsters();
        }