Ejemplo n.º 1
0
        static void Main(string[] args)
        {
            IFightableObject player = new Player(100f, 3f, 5f), mob = new NPC(40f, 2f, 3f);
            // Over time effect role name:
            string oteRoleName = EffectDecorator.overTimeEffectRoleName;

            EffectDecorator playerBuffs = new EffectDecorator(
                new DamageBuffDecorator(
                    new DefenceBuffDecorator(player, 1, 0.2f),
                    3, 1.4f),
                9999),
                            mobBuffs = new EffectDecorator(
                new DamageBuffDecorator(mob, 3, 5f),
                9999);

            IFightableObject buffedPlayer = playerBuffs,
                             buffedMob    = mobBuffs;

            // turn 1:
            buffedPlayer.dealDamage(buffedMob);
            buffedMob.dealDamage(buffedPlayer);
            endTurn(buffedMob, buffedPlayer);

            // turn 2:
            Console.WriteLine("Player uses a healing skill on himself");
            EffectDecorator.addEffect(new HotDecorator(null, 3, 10f, oteRoleName), playerBuffs);
            Console.WriteLine("Mob causes the player to bleed");
            EffectDecorator.addEffect(new DotDecorator(null, 3, 15f, oteRoleName), playerBuffs);
            endTurn(buffedMob, buffedPlayer);

            // turn 3:
            Console.WriteLine("Player becomes invulnerable for 1 turn");
            EffectDecorator.addEffect(new InvulnerabilityDecorator(null, 1, 5, 10, "godmode"), playerBuffs);
            buffedMob.dealDamage(buffedPlayer);
            endTurn(buffedMob, buffedPlayer);

            Console.Read();
        }
Ejemplo n.º 2
0
 // Effectively, resulting damage will be an arithmetic equation, consisting of addition and multiplication.
 virtual public float dealDamage(IFightableObject target, float multiplicator = 1)
 {
     return(fighter.dealDamage(target, multiplicator));
 }