Ejemplo n.º 1
0
        /* This function applies the correct formulae to detemine whether a move hits or not.
         * The attacking Pokemon's accuracy stage and the defending Pokemon's evasion stage are combined
         * The calculated stage is then sent to the PokemonInBattle.ApplyAccStage() function, which returns a percentage change of the attack hitting.
         * Finally, the percentage is compared to a random number between 0 and 99 to determine if the move actually hits. */
        public static bool AccuracyCheck(byte moveAccuracy, sbyte attackerAccStage, sbyte defenderEvaStage)
        {
            sbyte stage    = (sbyte)MathHelper.Clamp((attackerAccStage - defenderEvaStage), -6, 6);
            byte  accuracy = (byte)MathHelper.Clamp((PokemonInBattle.ApplyAccStage(moveAccuracy, stage)), 0, 100);

            return(PkmnUtils.RandomInclusive(99) < accuracy);
        }
Ejemplo n.º 2
0
        /* This function creates a default NPC turn to add to the round. */
        public void AddNpcTurn(PokemonInBattle user, PokemonInBattle target)
        {
            /* A new ProportionValue<Move> array is created with a length equal to the user's move array.
             * The moves are assigned with equal proportions so that each move has the same chance of being used. */
            ProportionValue <Move>[] moves = new ProportionValue <Move> [user.Moves.Count(m => m != null)];
            for (int i = 0; i < 4; i++)
            {
                if (user.Moves[i] != null)
                {
                    moves[i] = ProportionValue.Create(1.0 / user.Moves.Count(m => m != null), user.Moves[i]); // DOES NOT HANDLE UNCOMPACTED MOVE ARRAYS
                }
            }

            /* A new turn is created using the user, target and a move chosen randomly via ProportionValue choosing. */
            turns.Add(new TurnMove(user, target, this, moves.ChooseByRandom()));
        }
Ejemplo n.º 3
0
        /* The constructor initializes the lists and adds the Pokemon to each list from the arrays passed in.
        * LINQ is used to determine how many Pokemon are not null in each array.
        * The initial indexes for the battle are also set to zero.
        * This constructor is for a wild battle. Another constructor will be required for trainer battles. */
        public Battle(Pokemon[] playerTeam, Pokemon[] opponents, Dictionary <ushort, PokemonData> pokemonSpecies, bool trainer)
        {
            this.playerTeam = new List <PokemonInBattle>();
            this.opponents  = new List <PokemonInBattle>();
            for (int i = 0; i < playerTeam.Count(s => s != null); i++)
            {
                Pokemon         p  = playerTeam[i];
                PokemonInBattle pb = new PokemonInBattle(pokemonSpecies[p.PokemonID], p.PokemonGender, p.Moves, p.Level, null, p.XP);
                pb.Health = p.Health;
                for (int j = 0; j < p.Moves.Count(m => m != null); j++)
                {
                    pb.Moves[j].PP = p.Moves[j].PP;
                }
                this.playerTeam.Add(pb);
            }
            for (int i = 0; i < opponents.Count(s => s != null); i++)
            {
                Pokemon p = opponents[i];
                this.opponents.Add(new PokemonInBattle(pokemonSpecies[p.PokemonID], p.PokemonGender, p.Moves, p.Level, null, p.XP));
            }
            playerIndex   = 0;
            opponentIndex = 0;

            logList.Clear();

            if (trainer)
            {
                WriteToLog("Trainer # challenged you to a battle!");
            }
            else
            {
                WriteToLog("A wild " + CurrentOpponent.Nickname + " appeared!");
            }

            WriteToLog("Go! " + CurrentPlayer.Nickname + "!");
            emptyLog       = true;
            openSwitchMenu = false;
            battleFinished = false;
            turns          = new List <BaseTurn>();
        }
Ejemplo n.º 4
0
 /* When a base turn is created, the user, target and battle reference are passed in.
  * The fields are set using the arguments. */
 public BaseTurn(PokemonInBattle user, PokemonInBattle target, Battle battleRef)
 {
     this.user      = user;
     this.target    = target;
     this.battleRef = battleRef;
 }
Ejemplo n.º 5
0
 /* The constructor takes all the parameters for a BaseTurn plus the move being used.
  * The other arguments are passed to the base constructor, while the move is set into the field in the object. */
 public TurnMove(PokemonInBattle user, PokemonInBattle target, Battle battleRef, Move move) : base(user, target, battleRef)
 {
     this.move = move;
 }