Ejemplo n.º 1
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 public static void AddStatsToCalculationValues(CombatEntity thisEntity, Dictionary <string, uint> calculationValues)
 {
     foreach (var entry in thisEntity.stats)
     {
         calculationValues.Add(entry._name, entry._value);
     }
 }
Ejemplo n.º 2
0
 // Make Private
 public static void requestValuesIn(CombatEntity thisEntity)
 {
     foreach (var value in thisEntity.stats)
     {
         Console.Write(value._questionForUser);                                                                      //ask the user this Stat's question
         string userResponse = Console.ReadLine();                                                                   //read the user's response
         value._value = UintValidator.ValidateUint(userResponse, value._questionForUser, value._isZeroPermitted);    //validate response and set the stat value accordingly
     }
 }
Ejemplo n.º 3
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 // Make Private
 public static void requestFlagsIn(CombatEntity thisEntity)
 {
     foreach (var flag in thisEntity.flags)
     {
         Console.Write(flag._questionForUser);                                              //ask the user this flag's question
         string userResponse = Console.ReadLine();                                          //read the user's response
         flag._ignoresStat = BoolValidator.ValidateBool(userResponse, flag._ignoresStat);   //validate response and set the flag T/F accordingly
     }
 }
Ejemplo n.º 4
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 public static void RequestValuesOf(CombatEntity thisEntity)
 {
     requestFlagsIn(thisEntity);        //request and validate user input related to the CombatEntity's Flags. Set values based on that data
     requestValuesIn(thisEntity);       //request and validate user input related to the CombatEntity's Stats. Set values based on that data
 }
Ejemplo n.º 5
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 public static void createCalculationValues(CombatEntity thisAttack, CombatEntity thisTarget, Dictionary <string, uint> calculationValues)
 {
     addStat(thisAttack, calculationValues);
     addStat(thisTarget, calculationValues);
 }