public void Hit(Wrestler opponent) { if (!opponent.Shield) { opponent.Damage(attackPoint + extraAttack - opponent.extraBlock); } }
public Wrestler SelectWrestler(int index) { Wrestler selectedWrestler = getWrestlerList(Wrestler._status.Disponible)[index]; selectedWrestler.isSelected = true; return(selectedWrestler); }
public Match(int iteration, Wrestler firstWrestler, Wrestler secondWrestler, Wrestler winner, Wrestler loser, bool wayOfWinning, int profit) { Iteration = iteration; FirstWrestler = firstWrestler; SecondWrestler = secondWrestler; Winner = winner; Loser = loser; WayOfWinning = wayOfWinning; Profit = profit; }
public void SpecialAttack(Wrestler opponent, Round round) { if (!opponent.Shield) { Special_attack.AttackList[SpecialAttackIndex](this, opponent, round); } else { round.SetActionFromOrder(this, Round.action.Null); } }
public static void BB(Wrestler instance, Wrestler opponent, Round round) { if (Special_attack.GetProbability() <= 8) { opponent.Damage(opponent.lifePoint); Console.WriteLine($"{instance.Name} OS son adversaire, c'est cheaté..."); } else { Console.WriteLine($"{instance.Name} rate son attaque spéciale"); } round.SetActionFromOrder(instance, Round.action.Null); }
public static void TH(Wrestler instance, Wrestler opponent, Round round) { if (Special_attack.GetProbability() <= 20) { instance.attackPoint += 2; instance.Damage(1); Console.WriteLine($"L'attaque de {instance.Name} augmente de deux points mais il perd 1 point de vie"); } else { Console.WriteLine($"{instance.Name} rate son attaque spéciale"); } round.SetActionFromOrder(instance, Round.action.Null); }
public static void RM(Wrestler instance, Wrestler opponent, Round round) { if (Special_attack.GetProbability() <= 40) { instance.Damage(3); Console.WriteLine($"{instance.Name} s'inglige 3 points de dégats"); } else { instance.attackPoint += 1; instance.extraBlock += 2; Console.WriteLine($"{instance.Name} augmente ses dégats de 1 et bloque 2 dégats"); } round.SetActionFromOrder(instance, Round.action.Null); }
public static void M(Wrestler instance, Wrestler opponent, Round round) { if (Special_attack.GetProbability() <= 40) { instance.extraBlock = 4; instance.extraAttack = -(instance.attackPoint - 1); round.SetActionFromOrder(instance, Round.action.Attack); Console.WriteLine($"{instance.Name} se protège de 4 points de dégats et en inflige 1"); } else { Console.WriteLine($"{instance.Name} rate son attaque spéciale"); round.SetActionFromOrder(instance, Round.action.Null); } }
public static void JS(Wrestler instance, Wrestler opponent, Round round) { if (Special_attack.GetProbability() <= 40) { instance.Heal(5); Console.WriteLine($"{instance.Name} regagne 5 points de vie"); } if (Special_attack.GetProbability() <= 60) { instance.defensePoint += 1; Console.WriteLine($"La défense de {instance.Name} augmente d'un point"); } round.SetActionFromOrder(instance, Round.action.Null); }
public Round.action ChooseAction(Wrestler opponent) { Random rnd = new Random(); int rand = rnd.Next(0, 3); switch (rand) { case 0: //Console.WriteLine($"{Name} attaque {opponent.Name}!"); return(Round.action.Attack); case 1: //Console.WriteLine($"{Name} se défend!"); return(Round.action.Block); default: //Console.WriteLine($"{Name} lance son attaque spéciale!" ); return(Round.action.Special); } }
public Match(Wrestler wres1, Wrestler wres2, Season currentSeason) { id = currentSeason.MatchId; currentSeason.MatchId++; isReady = true; isEnd = false; Iteration = 0; IterationMax = 20; //RoundId = 1; Rounds = new List <Round>(); MatchSeason = currentSeason.id; currentSeason.CurrentMatch = this; currentSeason.MatchHistory.Add(this); FirstWrestler = wres1; SecondWrestler = wres2; timer = new Timer(); }
public static void DP(Wrestler instance, Wrestler opponent, Round round) { round.SetActionFromOrder(instance, Round.action.Null); if (Special_attack.GetProbability() <= 30) { instance.Heal(2); Console.WriteLine($"{instance.Name} se soigne de deux points de vie"); round.SetActionFromOrder(instance, Round.action.Null); } if (Special_attack.GetProbability() <= 10) { instance.extraBlock = -(instance.defensePoint - 1); Console.WriteLine($"{instance.Name} rate son attaque spéciale mais effectue une blocage de dernière seconde"); round.SetActionFromOrder(instance, Round.action.Null); } if (Special_attack.GetProbability() <= 10) { opponent.Damage(3); instance.Heal(3); round.SetActionFromOrder(instance, Round.action.Attack); Console.WriteLine($"{instance.Name} vole 3 points de vie à {opponent.Name} et l'attaque"); } }
public void Block(Wrestler opponent) { Damage(opponent.attackPoint - (defensePoint + extraBlock)); }