Example #1
0
        private void applyItem(Character actingCharacter, Character target)
        {
            /* This is an absolute horrible way to do inventory. There will be an if statement for each type of consumable.
             * Actually design a good inventory system if there's time. R.F. 3/14/2014 */
            if (usedItem.WhichItem == ItemEnum.HEALTHPOTION)
            {/* start if */

                target.restoreHealth((int)((usedItem.BaseDamage/ 100.0) * target.MaximumHealth));

            }/* end if */

            if (usedItem.WhichItem == ItemEnum.MANAPOTION)
            {/* start if */

                target.restoreMana((int)((usedItem.BaseDamage/100.0) * target.MaximumMana));

            }/* end if */

            if(usedItem.WhichItem == ItemEnum.BOMB )
            {/* start if */

                target.takeDamage(usedItem.BaseDamage);

            }/* end if */

            battleEvents.Add(new BattleEvent(actingCharacter, this, target));
        }
Example #2
0
        public Party( Character[] party )
        {
            /* start constructor */

            mParty = party;
            mPartySize = party.Length;
            mInventory = new List<Item>();
        }
Example #3
0
        public BattleEvent(Character user, BattleAction action, Character target, int damage)
        {
            /* start constructor */

            mUser = user;
            mAction = action;
            mTarget = target;
            mDamage = damage;
        }
Example #4
0
 private void spreadItem(Character actingCharacter, Character[] combatants)
 {
     for (int i = 0; i < combatants.Length; i++)
     {
         if (combatants[i].isPlayer && !usedItem.AffectEnemy || !combatants[i].isPlayer && usedItem.AffectEnemy)
         {
             applyItem(actingCharacter, combatants[i]);
         }
     }
 }
Example #5
0
 public void specificAction(Character actingCharacter, Character[] combatants)
 {
     if (!usedItem.isSingleTarget)
     {
         spreadItem(actingCharacter, combatants);
     }
     else
     {
         singleTargetItem(actingCharacter, specificTarget);
     }
 }
 private void applyAbility(Character actingCharacter, Character target, int base_stat)
 {
     if (usedAbility.HEALING)
     {
         target.restoreHealth(usedAbility.BaseDamage * base_stat);
     }
     else
     {
         target.takeDamage(usedAbility.BaseDamage * base_stat);
     }
     battleEvents.Add(new BattleEvent(actingCharacter, this, target));
 }
 private void singleTargetAbility(Character actingCharacter, Character target)
 {
     int base_stat = 1;
     if (usedAbility.isMagic)
     {
         base_stat = actingCharacter.getStat(StatEnum.MAGIC);
     }
     else
     {
         base_stat = actingCharacter.getStat(StatEnum.STRENGTH);
     }
     applyAbility(actingCharacter, target, base_stat);
 }
        public void specificAction(Character actingCharacter, Character[] combatants)
        {
            int cost = usedAbility.Cost;
            actingCharacter.useMana(cost);

            if (usedAbility.isSingleTarget)
            {
                spreadAbility(actingCharacter, combatants);
            }
            else
            {
                singleTargetAbility(actingCharacter, specificTarget);
            }
        }
        private void applyAbility(Character actingCharacter, Character target, int base_stat)
        {
            damage = usedAbility.BaseDamage * base_stat;

            if (!usedAbility.AffectEnemy)
            {
                target.restoreHealth(damage);
            }
            else
            {
                target.takeDamage(damage);
            }
            battleEvents.Add(new BattleEvent(actingCharacter, this, target));
        }
Example #10
0
 public void specificAction(Character actingCharacter, Character[] combatants)
 {
     int attack = actingCharacter.getStat(StatEnum.STRENGTH) + actingCharacter.WeaponDamage;
     int damage = attack - target.getStat(StatEnum.ARMOR);
     if (damage > 0)
     {
         target.takeDamage(damage);
         attackResult = " attacked and did " + damage + " to ";
     }
     else
     {
         attackResult = " was unable to damage ";
     }
     battleEvents.Add(new BattleEvent(actingCharacter, this, target));
 }
Example #11
0
 private void applyItem(Character actingCharacter, Character target)
 {
     if (usedItem.IsMana)
     {
         target.restoreHealth((100 / usedItem.BaseDamage) * target.MaximumHealth);
     }
     else if (usedItem.IsHealthPotion)
     {
         target.restoreMana((100 / usedItem.BaseDamage) * target.MaximumHealth);
     }
     else /*This assumes that the default/only other consumable item is a bomb. v___v*/
     {
         target.takeDamage((100 / usedItem.BaseDamage) * target.MaximumHealth);
     }
     battleEvents.Add(new BattleEvent(actingCharacter, this, target));
 }
Example #12
0
        public BattleEvent(Character currentActor, BattleAction actorAction, Character actorTarget)
        {
            mActor = currentActor;
            mAction = actorAction;
            actionOutcome = mAction.toString();
            mActee = actorTarget;

            if (mActee.isDead && !mActee.isPlayer)
            {
                ((PlayerCharacter)mActor).gainExperience(((Enemy)mActee).Worth);
                kill_string = ", " + mActee.Name + " was vanquished!";
            }

            if (mActee.isDead && mActee.isPlayer)
            {
                kill_string = ", " + mActee.Name + " has been slain!";
            }
        }
Example #13
0
        private Character[] getAliveCharacters(Party goodGuys)
        {
            /* start getAliveCharacters */

            int i, j, count = 0;
            Character[] alivePlayers;

            for (i = 0; i < goodGuys.Size; i++)
                if (!goodGuys.getCharacter(i).isDead)
                    count++;

            alivePlayers = new Character[count];

            for( i = 0,j = 0; i < goodGuys.Size; i++ )
                if (!goodGuys.getCharacter(i).isDead)
                {/* start if */

                    alivePlayers[j] = goodGuys.getCharacter(i);
                    j++;

                }/* end if */

            return alivePlayers;
        }
Example #14
0
 private void singleTargetItem(Character actingCharacter, Character target)
 {
     applyItem(actingCharacter, target);
 }
Example #15
0
        private AbilityAction HandleAbilitySelection(Character character, Party badGuys)
        {
            /* start HandleAbilitySelection */

            Character target;
            Ability ability;
            int i = 0;

            Console.WriteLine("Which ability would you like to use?");

            foreach (Ability candidate in character.Abilities)
            {/* start loop */

                Console.WriteLine(i + ". " + candidate.Name + "-Mana Cost: " + candidate.Cost);
                i++;

            }/* end loop */

            ability = character.Abilities.getAbilityAtIndex(sanitizeInput(0,character.Abilities.Count - 1));

            if (ability.AffectEnemy)
                target = getTarget(badGuys, BADGUYS);
            else
                target = getTarget(mGoodGuys, GOODGUYS);

            return new AbilityAction(ability, target);
        }
Example #16
0
        private ItemAction HandleItemSelection(Character character, Party badGuys)
        {
            /* start HandleItemSelection */

            Console.WriteLine("Which item would you like to use?");
            Ability[] items = mGoodGuys.Consumables;
            Ability choice;
            int i;

            if (items != null)
            {/* start if */

                for (i = 0; i < items.Length; i++)
                    Console.WriteLine(i + ". " + items[i].Name);

                choice = items[sanitizeInput(0,items.Length - 1)];

                mGoodGuys.removeItem(choice);

                if (choice.AffectEnemy)
                    return new ItemAction(choice);
                else
                    return new ItemAction(choice, getTarget(mGoodGuys, GOODGUYS));

            }/* end if */

            Console.WriteLine( "You have no items!" );
            return null;
        }
Example #17
0
 public ItemAction(Ability itemToUse, Character targetedCharacter)
 {
     usedItem = itemToUse;
     specificTarget = targetedCharacter;
 }
Example #18
0
        private void spreadAbility(Character actingCharacter, Character[] combatants)
        {
            int base_stat = 1;
            if (usedAbility.isMagic)
            {
                base_stat = actingCharacter.getStat(StatEnum.MAGIC);
            }
            else
            {
                base_stat = actingCharacter.getStat(StatEnum.STRENGTH);
            }

            for (int i = 0; i < combatants.Length; i++)
            {
                if (combatants[i].isPlayer && !usedAbility.AffectEnemy || !combatants[i].isPlayer && usedAbility.AffectEnemy)
                {
                    applyAbility(actingCharacter, combatants[i], base_stat);
                }
            }
        }
Example #19
0
        private void spreadAbility(Character actingCharacter, Character[] combatants)
        {
            int base_stat = 1;
            if (usedAbility.isMagic)
            {
                base_stat = actingCharacter.getStat(StatEnum.MAGIC);
            }
            else
            {
                base_stat = actingCharacter.getStat(StatEnum.STRENGTH);
            }

            /* This loop does not take into account that enemies can have abilities as well. Maybe I didn't communicate that */
            for (int i = 0; i < combatants.Length; i++)
            {
                if (actingCharacter.isPlayer)
                {
                    if ((combatants[i].isPlayer && !usedAbility.AffectEnemy) || (!combatants[i].isPlayer && usedAbility.AffectEnemy))
                        applyAbility(actingCharacter, combatants[i], base_stat);
                }
                else
                {
                    if ((!combatants[i].isPlayer && !usedAbility.AffectEnemy) || (combatants[i].isPlayer && usedAbility.AffectEnemy))
                        applyAbility(actingCharacter, combatants[i], base_stat);
                }
            }
        }
Example #20
0
 public BattleEvent(Character currentActor, BattleAction actorAction, Character actorTarget)
 {
     mActor = currentActor;
     actionOutcome = mAction.ToString();
     mActee = actorTarget;
 }
Example #21
0
 public AbilityAction(Ability abilityToUse, Character targetedCharacter)
 {
     usedAbility = abilityToUse;
     specificTarget = targetedCharacter;
 }
Example #22
0
        private BattleAction CreateBattleAction(ActionEnum action,Character character, Party badGuys )
        {
            /* start CreateBattleAction */

            if (action == ActionEnum.ATTACK)
                return new AttackAction(getTarget(badGuys, BADGUYS));

            if (action == ActionEnum.ABILITY)
                return HandleAbilitySelection(character, badGuys);

            if (action == ActionEnum.ITEM)
                return HandleItemSelection(character, badGuys);

            return null;
        }
Example #23
0
        public void equipItem( Item item, Character target )
        {
            /* start equipItem */

            mInventory.Remove( item );

            if (item.Type == ItemType.WEAPON)
            {/* start if */

                mInventory.Add(target.Weapon);
                target.Weapon = (Weapon)item;

            }/* end if */
        }
Example #24
0
 public AttackAction(Character targetedCharacter)
 {
     target = targetedCharacter;
 }
Example #25
0
        public bool CompareTo(Character character)
        {
            /* start CompareTo */

            return this.getStat(StatEnum.AGILITY) < character.getStat(StatEnum.AGILITY);
        }
Example #26
0
 private void selectNextCharacter()
 {
     int i = (currentActorIndex + 1) % turnOrder.Length;
     currentActor = turnOrder[i];
     while (!currentActor.isDead)
     {
         i = (i + 1) % turnOrder.Length;
         currentActor = turnOrder[i];
         currentActorIndex = i;
     }
 }
Example #27
0
        public Character[] getTurnOrder(Party otherParty)
        {
            /* start getTurnOrder */

            int size = this.mPartySize + otherParty.mPartySize;
            int i, j;
            Character[] turnOrder = new Character[size];
            Character temp;

            for (i = 0; i < mParty.Length; i++)
                turnOrder[ i ] = mParty[ i ];

            for( j = 0; j < otherParty.mPartySize; j++, i++ )
                turnOrder[ i ] = otherParty.mParty[ j ];

            for (i = 0; i < size; i++)
                for (j = 0; j < size; j++)
                    if ( turnOrder[ i ].CompareTo( turnOrder[ j ] ) )
                    {/* start if */

                        temp = turnOrder[i];
                        turnOrder[i] = turnOrder[j];
                        turnOrder[j] = temp;

                    }/* end if */

            return turnOrder;
        }
Example #28
0
        private void initialize()
        {
            /* start initialize */

            ClassEnum choice;
            int i;
            String name;
            Character[] characters = new Character[ Party.MAXPARTY ];

            mView = new TextView();

            for (i = 0; i < Party.MAXPARTY; i++)
            {/* start loop */

                choice = mView.getClassChoice();
                name = mView.getCharacterName();

                characters[ i ] = CharacterFactory.getInstance().getCharacter(choice, name);

            }/* end loop */

            mGoodGuys = new Party(characters);
            mView.GoodGuys = mGoodGuys;
            mBattle = new Battle(this, mGoodGuys);
            mDungeon = Dungeon.getInstance(this, mView);
            mView.Dungeon = mDungeon.GetGrid();
        }
Example #29
0
        private void initialize()
        {
            /* start initialize */

            int choice, i;
            String[] classes = new String[ 6 ] { "Warrior", "Theif", "Monk", "White Mage", "Black Mage", "Red Mage" };
            String name;
            Character[] characters = new Character[ Party.MAXPARTY ];

            for (i = 0; i < Party.MAXPARTY; i++)
            {/* start loop */

                mView.sendOutput("What class type do you want? You get 3.");
                mView.sendOutput(classes.GetEnumerator(), TypeEnum.STRING);
                choice = (int)mView.getInput(TypeEnum.INT);
                name = (string)mView.getInput(TypeEnum.STRING);

                characters[ i ] = CharacterCreationFactory(choice, name);

            }/* end loop */

            mGoodGuys = new Party(characters);
            mBattle = new BattleSystem(this, mGoodGuys);
            mDungeon = new Dungeon(this, mGoodGuys);
        }
Example #30
0
        public BattleAction getPlayerAction( Character character, Party badGuys )
        {
            /* start getPlayerAction */

            return mView.getPlayerAction(character, badGuys);
        }