public void checkIfEnemyDead() { GameData.Models.Battle enemy = new GameData.Models.Battle(); enemy.enemyHealth = 200; RobesAndArmorGit.Logic.DamageCalc damageCalc = new RobesAndArmorGit.Logic.DamageCalc(); Assert.False(damageCalc.checkIfEnemyDead(enemy)); }
public bool checkIfEnemyDead(GameData.Models.Battle battle) { if (battle.enemyHealth <= 0) { return(true); } return(false); }
private GameData.Models.Battle newBattle(GameData.Models.Character character) { GameData.Models.Battle battle = new GameData.Models.Battle(); battle.characterID = character.Id; GameData.Models.Enemy enemy = randomEnemy(character.Level); battle.enemyId = enemy.Id; battle.enemyHealth = enemy.Health; _context.Add(battle); _context.SaveChanges(); return(battle); }
private bool checkForExistingBattle(GameData.Models.Character character) { //checks if there is an already started battle in the database GameData.Models.Battle battle = _context.battles.SingleOrDefault(m => m.characterID == character.Id); if (battle == null) { return(false); } else { return(true); } }
public async Task <IActionResult> damage(int?id) { //return the view with the new damage GameData.Models.Battle battle = _context.battles.SingleOrDefault(m => m.Id == id); Logic.DamageCalc calcdam = new Logic.DamageCalc(); GameData.Models.Character character = _context.Characters.FirstOrDefault(m => m.Id == battle.characterID); Models.ViewModels.Damage damage = calcdam.calcDamage(_context.Characters.FirstOrDefault(m => m.Id == battle.characterID), _context.Enemies.FirstOrDefault(m => m.Id == battle.enemyId)); battle.enemyHealth = damage.enemy.Health; if (calcdam.checkIfCharDead(damage.character)) { //character is dead deadCharacter(); } else if (calcdam.checkIfEnemyDead(battle)) { //enemy is dead deadEnemy(); } else { //battle goes on as nobody is dead _context.Update(battle); await _context.SaveChangesAsync(); character.Health = damage.character.Health; _context.Update(character); await _context.SaveChangesAsync(); return(RedirectToAction("battle", "Battle")); } return(RedirectToAction("battle", "Battle")); //return View("~/Views/Characters/Battle.cshtml", battle); }
private async void deadCharacter() { //character is dead delete 10% of his money and update health to full Logic.CharacterDeadCalc characterDeadCalc = new Logic.CharacterDeadCalc(); ApplicationUser usr = await GetCurrentUserAsync(); GameData.Models.Character character = await _context.Characters.SingleOrDefaultAsync(m => m.UserID == usr.UserName); character = characterDeadCalc.calcOnDeadMoney(character); character.Health = 500; GameData.Models.Battle battle = _context.battles.SingleOrDefault(m => m.characterID == character.Id); _context.Update(character); await _context.SaveChangesAsync(); _context.battles.Remove(battle); await _context.SaveChangesAsync(); }