Ejemplo n.º 1
0
        public override void fieldLogic(MouseState mouseState, FunctionalRow row, Card card, BoardFunctionality boardFunc)
        {
            if (clickedInCardBox)
            {
                if (!row.isWithinModifiedPosition(mouseState, card))
                {
                    if (selectAction.TargetEnemyCard(mouseState, boardFunc, false) != null)
                    {
                        MouseTransformer.Set(MouseTransformer.State.Reg);
                        if (selectAction.TargetEnemyCard(mouseState, boardFunc, false).correctRow(boardFunc.enemySide).revealed)
                        {
                            switch (selectAction.TargetEnemyCard(mouseState, boardFunc, false).correctRow(boardFunc.enemySide).type)
                            {
                            case CardType.FieldUnit:
                                boardFunc.Fight(card, selectAction.TargetEnemyCard(mouseState, boardFunc, false));
                                break;

                            case CardType.Army:
                                if (boardFunc.enemySide.Rows[Side.FieldUnit].isEmpty())
                                {
                                    boardFunc.Fight(card, selectAction.TargetEnemyCard(mouseState, boardFunc, false));
                                }
                                else if (!boardFunc.enemySide.Rows[Side.FieldUnit].isEmpty())
                                {
                                    boardFunc.BOARDMESSAGE.addMessage("Cannot fight an Army if a FieldUnit is present on the board!");
                                }
                                break;

                            case CardType.General:
                                boardFunc.BOARDMESSAGE.addMessage("A FieldUnit cannot target a General!");
                                break;
                            }
                        }
                    }
                    else
                    {
                        MouseTransformer.Set(MouseTransformer.State.Atk);
                        resetIfNoSelection(mouseState, row, card, boardFunc);
                    }
                }
                if (mouseState.LeftButton == ButtonState.Released && boardFunc.enemySide.Life.isWithinBox(mouseState))
                {
                    if (boardFunc.enemySide.Rows[Side.FieldUnit].isEmpty() && boardFunc.enemySide.Rows[Side.Armies].isEmpty() && boardFunc.enemySide.Rows[Side.Armies].revealed)
                    {
                        boardFunc.LifeDamage(card);
                    }
                    else
                    {
                        boardFunc.BOARDMESSAGE.addMessage("---> or Fog");
                        boardFunc.BOARDMESSAGE.addMessage("---> an Enemy Army");
                        boardFunc.BOARDMESSAGE.addMessage("---> an Enemy FieldUnit");
                        boardFunc.BOARDMESSAGE.addMessage("Cannot deal damage to a player if there's:");
                    }
                    resetIfNoSelection(mouseState, row, card, boardFunc);
                }
                resetIfNoSelection(mouseState, row, card, boardFunc);
            }
        }
Ejemplo n.º 2
0
 public void VERYBASICATTACKLOGIC(BoardFunctionality boardFunc)
 {
     foreach (Card card in boardFunc.friendlySide.Rows[Side.FieldUnit].cardsInContainer)
     {
         foreach (Card enemyCard in boardFunc.enemySide.Rows[Side.FieldUnit].cardsInContainer)
         {
             if (!card.cardProps.exhausted)
             {
                 if (enemyCard.cardProps.defense - card.cardProps.power <= 0)
                 {
                     card.cardProps.exhausted = true;
                     boardFunc.Fight(card, enemyCard);
                 }
                 else if (card.cardProps.defense - enemyCard.cardProps.power > 0)
                 {
                     card.cardProps.exhausted = true;
                     boardFunc.Fight(card, enemyCard);
                 }
             }
         }
     }
 }
Ejemplo n.º 3
0
        public void SetPlays(BoardFunctionality boardFunc)
        {
            int counter = 0;

            foreach (Card card in enemyCards)
            {
                Play       newPlay    = new Play();
                Func <int> testAction = () =>
                {
                    int value = 0;
                    if (card.cardProps.aiCalcDefense > 0)
                    {
                        card.cardProps.aiCalcDefense     -= OPERATOR.cardProps.power;
                        OPERATOR.cardProps.aiCalcDefense -= card.cardProps.power;



                        if (card.cardProps.aiCalcDefense <= 0)
                        {
                            value += getValue(card) + 1;
                        }
                        if (OPERATOR.cardProps.aiCalcDefense <= 0)
                        {
                            value -= getValue(OPERATOR);
                        }
                    }
                    else
                    {
                        card.cardProps.aiCalcDefense     -= OPERATOR.cardProps.power;
                        OPERATOR.cardProps.aiCalcDefense -= card.cardProps.power;
                        if (OPERATOR.cardProps.aiCalcDefense <= 0)
                        {
                            value -= getValue(OPERATOR);
                        }
                    }
                    return(value);
                };
                Action realAction = () =>
                {
                    boardFunc.Fight(OPERATOR, card);
                };
                Action resetAction = () =>
                {
                    card.cardProps.aiCalcDefense     = card.cardProps.defense;
                    OPERATOR.cardProps.aiCalcDefense = OPERATOR.cardProps.defense;
                };

                newPlay.testPlay    = testAction;
                newPlay.realPlay    = realAction;
                newPlay.resetValues = resetAction;
                play.Add(counter, newPlay);
                counter++;
            }

            Play       nothingPlay   = new Play();
            Action     nothingAction = () => { };
            Func <int> nothingReturn = () => { return(0); };

            nothingPlay.realPlay    = nothingAction;
            nothingPlay.testPlay    = nothingReturn;
            nothingPlay.resetValues = nothingAction;
            play.Add(counter, nothingPlay);
            counter++;

            maxPlays = counter;
        }