Ejemplo n.º 1
0
        }//end Main

        public MainMenu()
        {
            //Dictionary<string, int> charStats = new Dictionary<string, int>();
            Console.Write("What is your name, Gladiator? ");
            name = Console.ReadLine();
            Fighter fighter = new Fighter(RollCharStats());
            EnemyGladiator enemy = new EnemyGladiator(Roller.rollXSidedDice(4,1,1)+1);
            fighter.Name = name;
            Console.WriteLine("{1} will be facing {0} in the Arena for 200 Caesars!!", enemy.Name, fighter.Name);
            CombatMenu cm = new CombatMenu(fighter, enemy);

        }//end MainMenu
Ejemplo n.º 2
0
        public static int ItHit(int attackRoll, int dieType, int numberOfTimesRolled, int criticalHitModifier)
        {
            int weaponDamage         = Roller.rollXSidedDice(dieType, 1, numberOfTimesRolled);
            int criticalWeaponDamage = (Roller.rollXSidedDice(dieType, 1, numberOfTimesRolled) * criticalHitModifier);

            if (attackRoll >= 19)
            {
                return(criticalWeaponDamage);
            }
            else
            {
                return(weaponDamage);
            }
        }
Ejemplo n.º 3
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        }//end MainMenu

        public static Dictionary<string, int> RollCharStats()
        {
            Dictionary<string, int> charStats = new Dictionary<string, int>();
            // just keeps the while loop going
            bool rolling = true;

            while (rolling)
            {
                //roll stats for Fighter
                #region actual rolls for character core stats
                strengthRaw = Roller.rollXSidedDice(6, 2, 3);
                agilityRaw = Roller.rollXSidedDice(6, 2, 3);
                intelligenceRaw = Roller.rollXSidedDice(6, 2, 3);
                luckRaw = Roller.rollXSidedDice(6, 2, 3);
                charismaRaw = Roller.rollXSidedDice(6, 2, 3);
                constitutionRaw = Roller.rollXSidedDice(6, 2, 3);
                maxHitPointsRaw = Roller.rollXSidedDice(20, 4, 3);
                maxRaw = maxHitPointsRaw;
                currentHitPointsRaw = maxRaw;
                #endregion

                #region displaying stats to the user and prompting to continue or roll again
                Console.WriteLine("Your strength is:   \t\t {0}  \n", strengthRaw);
                Console.WriteLine("Your agility is:\t\t  {0} \n", agilityRaw);
                Console.WriteLine("Your intelligence is:\t\t  {0} \n", intelligenceRaw);
                Console.WriteLine("Your luck is:\t\t\t  {0} \n", luckRaw);
                Console.WriteLine("Your charisma is:\t\t  {0} \n", charismaRaw);
                Console.WriteLine("Your constitution is:\t\t  {0} \n", constitutionRaw);
                Console.WriteLine("Your max hit points are:\t  {0} \n", maxHitPointsRaw);
                Console.WriteLine("Your current hit points are:\t  {0} \n", currentHitPointsRaw);

                Console.Write("Are you satisfied with your stats and ready to proceed? (Y/N)\n ");
                string input = Console.ReadLine();
                #endregion


                // if statement that checks if the user wishes to continue or re-roll
                // and adds stats rolled in last region to the Dictionary returned in
                // this method
                #region if statement
                
                if (input == "Y" || input == "y")
                {// adding rolled attributes to dictionary 
                    charStats.Add("Strength", strengthRaw);
                    charStats.Add("Agility", agilityRaw);
                    charStats.Add("Intelligence", intelligenceRaw);
                    charStats.Add("Luck", luckRaw);
                    charStats.Add("Charisma", charismaRaw);
                    charStats.Add("Constitution", constitutionRaw);
                    charStats.Add("MaxHitPoints", maxHitPointsRaw);
                    charStats.Add("CurrentHitPoints", currentHitPointsRaw);
                    rolling = false;
                    break;
                }
                else if (input == "N" || input == "n")
                {// continue loop
                    rolling = true;
                }
                else
                {// try again if fat-finger
                    Console.WriteLine("Please enter a valid input");
                #endregion
                }// end if

            }// end while
               
            
           return charStats;

        }//end RollCharStats method          
Ejemplo n.º 4
0
        public int CalculateDamage()
        {
            int inflict = ((Strength / 2) + (2 * Roller.rollXSidedDice(12, 1, 1)));

            return(inflict);
        }
Ejemplo n.º 5
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        public int Avoid()
        {
            int avoid = Roller.rollXSidedDice(20, 1, 1) + (Agility + (Constitution / 2) + (Intelligence / 2));

            return(avoid);
        }
Ejemplo n.º 6
0
        //Fighter methods
        #region Fighter Methods
        public int AttackEnemy()
        {
            int toHit = Roller.rollXSidedDice(20, 1, 1) + (Agility + (Strength / 2) + (Intelligence / 2));

            return(toHit);
        }
Ejemplo n.º 7
0
        public CombatMenu(Fighter f, EnemyGladiator e)
        {
            while (CombatActive)
            {
                int f20Roll = Roller.rollXSidedDice(20, 1, 1);
                int e20Roll = Roller.rollXSidedDice(20, 1, 1);

                if (salve == 0)
                {
                    Console.WriteLine("\nAs you walk through the narrow pathway to the arena,\n" +
                                      "a fair maiden hands you a satchel.  She says, \"Good luck, warrior. Take this\n" +
                                      "magic salve to heal your wounds during your fight.\"\n");

                    salve += 3;
                }
                else
                {
                    Console.WriteLine("The enemy has {0} hit points left", e.CurrentHitPoints);
                    Console.WriteLine("You have {0} hit points left", f.CurrentHitPoints);
                    Console.WriteLine("You have fought {0} round(s)", turn);
                    Console.WriteLine();
                    //Display Menu - perform menu actions
                    Console.WriteLine("1) Melee Attack");
                    Console.WriteLine("2) Ranged Attack");
                    Console.WriteLine("3) Close with Enemy");
                    Console.WriteLine("4) Use salve");
                    Console.WriteLine("5) Yield");
                    if (f.Fury > 3 || f.Spirit > 3)
                    {
                        Console.WriteLine("6) Special Attack");
                    }

                    int yourMove = Convert.ToInt32(Console.ReadLine());
                    //start switch
                    switch (yourMove)
                    {
                    //attempt to attack enemy if close enough
                    case 1:
                        if (range < 2)
                        {
                            Console.WriteLine("\nYou swing your sword at the enemy, thoroughly expecting to lop his ugly head off.");
                            Console.WriteLine();
                            Console.WriteLine("\nYou catch him on his heels and swing for the fences.", f.Name);
                            if (f.AttackEnemy() > e.Avoid())
                            {
                                int damage1 = f.CalculateDamage();
                                e.ReceiveDamage(damage1);
                                Console.WriteLine("\nyou hit {0} for {1} damage", e.Name, damage1);
                                f.Spirit++;
                                e.Fury++;

                                if (e.CurrentHitPoints <= 0)
                                {
                                    CombatActive = false;
                                    break;
                                }
                            }
                            else
                            {
                                Console.WriteLine("\nYou miss");
                                f.Spirit--;
                            }

                            #region Obsolete counter-attack code

                            /*{
                             *  Console.WriteLine("\n Your attack whiffs, {0} attacks you, instead!", e.Name);
                             *  if (e.AttackEnemy() > f.Avoid())
                             *  {
                             *      int damage2 = e.CalculateDamage();
                             *      f.ReceiveDamage(damage2);
                             *      Console.WriteLine("he hit you for {0} damage", damage2);
                             *      f.Fury++;
                             *      e.Spirit++;
                             *
                             *      if (f.CurrentHitPoints <= 0)
                             *      {
                             *          CombatActive = false;
                             *          break;
                             *      }
                             *  }
                             *  else
                             *  {
                             *      Console.WriteLine("The enemy misses");
                             *      e.Spirit--;
                             *
                             *  }
                             *
                             *
                             *
                             * }//end if*/
                            #endregion
                        }    //end range if
                        else
                        {
                            Console.WriteLine("You're not close enough to perform that action.");
                        }
                        break;

                    //ranged attack if range > 1

                    case 2:
                        if (range > 1)
                        {
                            Console.WriteLine("You don't have a ranged weapon yet!");
                            break;
                        }
                        else
                        {
                            Console.WriteLine("You cannot hit with ranged weapons in your current proximity to the enemy.\n" +
                                              "You shoot your imaginary arrow and it does nothing.  Your opponent laughs.");
                            break;
                        }

                    //close range to enemy
                    case 3:
                        Console.WriteLine("\n You sprint towards the enemy and make the craziest, most bloodthirsty face you can muster");
                        range--;
                        break;

                    //apply salve to heal
                    case 4:
                        if (salve > 0)
                        {
                            Console.WriteLine("\nYou use the magic salve on your wounds, and feel better immediately");
                            f.CurrentHitPoints += 20;
                            salve--;
                            break;
                        }
                        else
                        {
                            Console.WriteLine("\nYou don't have any magic salve left.");
                            break;
                        }

                    //case 5:

                    //

                    case 6:
                        Console.WriteLine("You focus all of your energy into a mighty finishing blow that staggers the enemy.");
                        e.CurrentHitPoints -= 35;
                        break;
                    }//end switch

                    //enemyTurn
                    int enemyTurn = Roller.rollXSidedDice(6, 1, 1);
                    if (range > 1 && e.CurrentHitPoints > 15)
                    {
                        Console.WriteLine("\n{0} moves closer to you.", e.Name);
                        range--;
                    }
                    else if (e.CurrentHitPoints <= 15 && e.CurrentHitPoints > 0)
                    {
                        Console.WriteLine("\n{0}, injured and wobbly, applies the magic salve", e.Name);
                        eSalve--;
                        e.CurrentHitPoints += 20;
                    }
                    else
                    {
                        Console.WriteLine("\n {0} winds up and swings his sword with all of his might!", e.Name);
                        if (e.AttackEnemy() > f.Avoid())
                        {
                            int damage2 = e.CalculateDamage();
                            f.ReceiveDamage(damage2);
                            Console.WriteLine("\nhe hit you for {0} damage", damage2);
                            f.Fury++;
                            e.Spirit++;

                            if (f.CurrentHitPoints <= 0)
                            {
                                CombatActive = false;
                                break;
                            }
                        }
                        else
                        {
                            Console.WriteLine("\nThe enemy misses");
                            e.Spirit--;
                            f.Spirit++;
                        }
                    } //end enemyTurn
                }     //end if
                turn++;
            }    //end while
        } //end method