public List <string> Progress(Gladiator gladiator) { var attribs = AttributeSelections.ToList(); var increase = new List <AttributeSelection>(); var random = new Random(); var result = new List <string>(); var nameGenerator = new NameGenerator(); if (gladiator.Victories == 7) { gladiator.Name = gladiator.Name + " the " + nameGenerator.GetAdjective(); } if (gladiator.Victories == 14) { gladiator.Name = nameGenerator.GetTitle() + " " + gladiator.Name; } for (var i = 0; i < 2; i++) { var a = attribs[random.Next(0, attribs.Count)]; attribs.Remove(a); increase.Add(a); } foreach (var attribute in increase) { attribute.GetProperty().SetValue(gladiator, ((int)attribute.GetProperty().GetValue(gladiator)) + 1); result.Add(attribute.Name); } return(result); }
public Combat() { GladiatorFactory Arena = new GladiatorFactory(); FirstGladiator = Arena.GenerateRandomGladiator(); SecondGladiator = Arena.GenerateRandomGladiator(); }
public static int FightOfTwoGladiators(Gladiator first, Gladiator second) { string firstStats = first.Name + " is " + first.type + "(" + first.Hp + "/" + first.Sp + "/" + first.Dex + "/" + first.Lvl + ")"; string secondStats = second.Name + " is " + second.type + "(" + second.Hp + "/" + second.Sp + "/" + second.Dex + "/" + second.Lvl + ")"; Console.WriteLine(firstStats + " vs " + secondStats); int tempHpFirst = first.Hp; int tempHpSecond = second.Hp; int dexWhenAtackFirst = HowManyDex(first.Dex, second.Dex); int dexWhenAtackSecond = HowManyDex(second.Dex, first.Dex); while (tempHpFirst > 1 && tempHpSecond > 1) { // first attack if (IsSuccesAttack(dexWhenAtackFirst)) { int damage = first.Sp * Util.GetNumber(1, 6) / 10; Console.WriteLine(first.Name + " make " + damage + "dmg, "); tempHpSecond -= damage; } else { Console.WriteLine(first.Name + " miss attack, "); } // second attack if (IsSuccesAttack(dexWhenAtackSecond)) { int damage = second.Sp * Util.GetNumber(1, 6) / 10; Console.WriteLine(second.Name + " make " + damage + "dmg, "); tempHpFirst -= damage; } else { Console.WriteLine(second.Name + " miss attack, "); } } if (tempHpFirst < 1 && tempHpSecond < 1) { Console.WriteLine("Draw"); return(0); } else if (tempHpFirst > 1) { Console.WriteLine(first.Name + " Win"); return(1); } else if (tempHpSecond > 1) { Console.WriteLine(second.Name + " Win"); return(2); } else { Console.WriteLine("problem w wlace"); return(0); } }
public void AnnounceFight(Gladiator a, Gladiator b) { Console.WriteLine(""); Console.WriteLine(""); Console.WriteLine(""); Console.WriteLine($"{a.Name} ({a.Victories}) WILL FIGHT {b.Name} ({b.Victories})"); Console.WriteLine("------------------------------------------------------------"); C.Wait(500); }
public void GladiatorPresentation(Gladiator gladiator) { var presentation = $"My name is {gladiator.Name}, I am a mighty warrior " + $"with attack {gladiator.AttackScore} and defense {gladiator.DefenseScore}. " + $"I have {gladiator.HitPoints()} hit points."; Console.WriteLine(presentation); C.Wait(600); }
private void FateOf(Gladiator gladiator) { if (gladiator.IsAlive()) { Combatants.Add(gladiator); } else { Graveyard.Add(gladiator); } }
//retirer un gladiateur d'une team public void RemoveGladiator(Gladiator gladiator) { if (this.Gladiators.Count > 0) { this.Gladiators.Remove(gladiator); Console.WriteLine("Votre gladiateur a bien été retiré de cette team."); } else { Console.WriteLine("Votre team ne contient aucun gladiateur."); } }
public Gladiator BuildGladiator() { var gladiator = new Gladiator(NameGenerator.GetName()); gladiator.Strength = RollAttribute(); gladiator.AttackScore = RollAttribute(); gladiator.DefenseScore = RollAttribute(); gladiator.Morale = RollAttribute(); gladiator.Constitution = RollAttribute(); return(gladiator); }
private double DamageDone(Gladiator gladiator) { Random rnd = new Random(); double coeficient = rnd.NextDouble(); coeficient /= 2; if (coeficient < 0.1) { coeficient = 0.1; } return(gladiator.Strength * coeficient); }
//Ajouter un gladiateur dans une team public void AddGladiator(Gladiator gladiator) { //Vérification si la taille limite d'une team n'a pas été atteinte if (this.Gladiators.Count < NB_GLADIATOR) { this.Gladiators.Add(gladiator); Console.WriteLine("Votre gladiateur a bien été ajouté à cette team."); } else { Console.WriteLine("Vous ne pouvez pas avoir plus de " + NB_GLADIATOR + " gladiateurs dans une team."); } }
private double DexterityNormalization(Gladiator attacker, Gladiator deffender) { double dexterityDifference = attacker.Dexterity - deffender.Dexterity; if (dexterityDifference < 10) { dexterityDifference = 10; } else if (dexterityDifference > 100) { dexterityDifference = 100; } return(dexterityDifference); }
private void PerformAttack(Gladiator attacker, Gladiator defender) { var attackRoll = CombatRoll(attacker.AttackScore); var enemysDefenseRoll = CombatRoll(defender.DefenseScore); var isHit = attackRoll > enemysDefenseRoll; var damage = 0; if (isHit) { damage = DamageRoll(attacker.Strength); defender.Wounds += damage; } View?.AttackResult(attacker, defender, isHit, damage); }
public void AttackResult(Gladiator attacker, Gladiator defender, bool hit, int damage = 0) { return; string result = $"{attacker.Name} attacks {defender.Name}"; if (hit) { result += $" and scores a hit for {damage} damage. {defender.Name} now has {defender.HitPoints()} hit points left."; } else { result += $" but misses!"; } Console.WriteLine(result); C.Wait(100); }
public void CombatResult(Gladiator winner, Gladiator loser, int combatantCount, int graveyardCount) { var s = new StringBuilder(); s.Append($"{winner.Name} wins the fight over {loser.Name}"); if (!loser.IsAlive()) { s.Append($", who has died. He joins {graveyardCount} other poor souls."); } else { s.Append(", who conceded."); } s.Append($" There are still {combatantCount} combatants left."); Console.WriteLine(s.ToString()); C.Wait(1000); }
public CombatResult Fight(Gladiator a, Gladiator b) { View?.GladiatorPresentation(a); View?.GladiatorPresentation(b); var attacker = a; var defender = b; while (DoContinueFight(a, b)) { var temp = attacker; attacker = defender; defender = temp; PerformAttack(attacker, defender); } return(new CombatResult() { Winner = attacker, Loser = defender }); }
//Ajouter un gladiateur dans une team public void AddGladiator(Gladiator gladiator) { //Vérification si la taille limite d'une team n'a pas été atteinte if (this.Gladiators.Count < NB_GLADIATOR) { this.Gladiators.Add (gladiator); Console.WriteLine ("Votre gladiateur a bien été ajouté à cette team."); } else Console.WriteLine ("Vous ne pouvez pas avoir plus de " + NB_GLADIATOR + " gladiateurs dans une team."); }
public Fight(Gladiator firstGladiator, Gladiator secondGladiator) { FirstGladiator = firstGladiator; SecondGladiator = secondGladiator; }
public static void Main(string[] args) { ////// PLAYERS ////// Player player1 = new Player("Daniel", "SMITH", "Dany"); Player player2 = new Player("Ryan", "JOHNSON", "RJ"); Player player3 = new Player("James", "WILLIAMS", "Jimy"); Player player4 = new Player("Kyle", "BROWN", "Kyle"); ////// WEAPONS ////// Equipment petitBouclierRond = new SmallRoundShield(); Equipment bouclierRectangulaire = new RectangularShield(); Equipment casque = new Helmet(); Equipment dague = new Dagger(); Equipment epee = new Sword(); Equipment trident = new Trident(); Equipment lance = new Lance(); Equipment filet = new Net(); ////// TEAMS ////// Team teamRed = new Team("teamRed", "La teamRed est la plus forte."); Team teamBlue = new Team("teamBlue", "La teamBlue est la plus forte."); Team teamGreen = new Team("teamGreen", "La teamGreen est la plus forte."); Team teamYellow = new Team("teamYellow", "La teamYellow est la plus forte."); player1.AddTeam(teamRed); player2.AddTeam(teamBlue); player3.AddTeam(teamGreen); player4.AddTeam(teamYellow); /// TEAM RED Gladiator gladiatorR1 = new Gladiator("gladiatorR1"); gladiatorR1.Equip(casque); gladiatorR1.Equip(trident); gladiatorR1.Equip(trident); gladiatorR1.Equip(casque); Gladiator gladiatorR2 = new Gladiator("gladiatorR2"); gladiatorR2.Equip(filet); gladiatorR2.Equip(lance); Gladiator gladiatorR3 = new Gladiator("gladiatorR3"); gladiatorR3.Equip(epee); gladiatorR3.Equip(petitBouclierRond); gladiatorR1.SetInitiativeTo(1); gladiatorR2.SetInitiativeTo(2); gladiatorR3.SetInitiativeTo(3); teamRed.AddGladiator(gladiatorR1); teamRed.AddGladiator(gladiatorR3); teamRed.AddGladiator(gladiatorR2); /// TEAM BLUE Gladiator gladiatorB1 = new Gladiator("gladiatorB1"); gladiatorB1.Equip(dague); gladiatorB1.Equip(dague); gladiatorB1.Equip(petitBouclierRond); Gladiator gladiatorB2 = new Gladiator("gladiatorB2"); gladiatorB2.Equip(dague); gladiatorB2.Equip(bouclierRectangulaire); Gladiator gladiatorB3 = new Gladiator("gladiatorB3"); gladiatorB3.Equip(epee); gladiatorB3.Equip(casque); gladiatorB1.SetInitiativeTo(1); gladiatorB2.SetInitiativeTo(2); gladiatorB3.SetInitiativeTo(3); teamBlue.AddGladiator(gladiatorB1); teamBlue.AddGladiator(gladiatorB2); teamBlue.AddGladiator(gladiatorB3); /// TEAM GREEN Gladiator gladiatorG1 = new Gladiator("gladiatorG1"); gladiatorG1.Equip(epee); gladiatorG1.Equip(petitBouclierRond); Gladiator gladiatorG2 = new Gladiator("gladiatorG2"); gladiatorG2.Equip(dague); gladiatorG2.Equip(dague); gladiatorG2.Equip(petitBouclierRond); Gladiator gladiatorG3 = new Gladiator("gladiatorG3"); gladiatorG3.Equip(lance); gladiatorG3.Equip(casque); gladiatorG1.SetInitiativeTo(1); gladiatorG2.SetInitiativeTo(2); gladiatorG3.SetInitiativeTo(3); teamGreen.AddGladiator(gladiatorG1); teamGreen.AddGladiator(gladiatorG2); teamGreen.AddGladiator(gladiatorG3); /// TEAM YELLOW Gladiator gladiatorY1 = new Gladiator("gladiatorY1"); gladiatorY1.Equip(dague); gladiatorY1.Equip(dague); gladiatorY1.Equip(petitBouclierRond); Gladiator gladiatorY2 = new Gladiator("gladiatorY2"); gladiatorY2.Equip(epee); gladiatorY2.Equip(petitBouclierRond); Gladiator gladiatorY3 = new Gladiator("gladiatorY3"); gladiatorY3.Equip(trident); gladiatorY3.Equip(casque); gladiatorY1.SetInitiativeTo(1); gladiatorY2.SetInitiativeTo(2); gladiatorY3.SetInitiativeTo(3); teamYellow.AddGladiator(gladiatorY1); teamYellow.AddGladiator(gladiatorY2); teamYellow.AddGladiator(gladiatorY3); ////// TOURNAMENT ////// Tournament tournois = new Tournament(); tournois.AddTeam(teamGreen); tournois.AddTeam(teamYellow); tournois.AddTeam(teamBlue); tournois.AddTeam(teamRed); ////// TEST ////// tournois.Start(); Console.WriteLine("STATISTIQUES :\r\n"); Console.WriteLine("teamBlue winrate : " + teamBlue.WinRate); Console.WriteLine("teamGreen winrate : " + teamGreen.WinRate); Console.WriteLine("teamRed winrate : " + teamRed.WinRate); Console.WriteLine("teamYellow winrate : " + teamYellow.WinRate + "\r\n"); Console.WriteLine("gladiatorB1 winrate : " + gladiatorB1.WinRate); Console.WriteLine("gladiatorB2 winrate : " + gladiatorB2.WinRate); Console.WriteLine("gladiatorB3 winrate : " + gladiatorB3.WinRate); Console.WriteLine("gladiatorR1 winrate : " + gladiatorR1.WinRate); Console.WriteLine("gladiatorR2 winrate : " + gladiatorR2.WinRate); Console.WriteLine("gladiatorR3 winrate : " + gladiatorR3.WinRate); Console.WriteLine("gladiatorG1 winrate : " + gladiatorG1.WinRate); Console.WriteLine("gladiatorG2 winrate : " + gladiatorG2.WinRate); Console.WriteLine("gladiatorG3 winrate : " + gladiatorG3.WinRate); Console.WriteLine("gladiatorY1 winrate : " + gladiatorY1.WinRate); Console.WriteLine("gladiatorY2 winrate : " + gladiatorY2.WinRate); Console.WriteLine("gladiatorY3 winrate : " + gladiatorY3.WinRate); }
//retirer un gladiateur d'une team public void RemoveGladiator(Gladiator gladiator) { if (this.Gladiators.Count > 0) { this.Gladiators.Remove (gladiator); Console.WriteLine ("Votre gladiateur a bien été retiré de cette team."); } else Console.WriteLine ("Votre team ne contient aucun gladiateur."); }
public void AnnounceProgress(Gladiator winner, List <string> result) { Console.WriteLine($"{winner.Name} got a +1 to the following: {string.Join(", ", result)}"); C.Wait(300); }
private double DamageTaken(Gladiator deffender, Gladiator attacker) { return(deffender.Health - DamageDone(attacker)); }
public void AnnounceWinner(Gladiator winner) { Console.WriteLine($"THE TOURNAMENT WAS WON BY {winner.Name}."); }
private bool Survived(Gladiator gladiator) { return(gladiator.Health > 0); }
//Méthode de lancement du combat entre les deux gladiateur, elle renvoie le gladiateur vainqueur public Gladiator Start() { Gladiator winnerGladiator = null; Gladiator attacker = null; Gladiator defender = null; // Gladiator sameAttacker = null; // Gladiator sameDefender = null; List <Equipment> listWeapons = new List <Equipment>(); List <Equipment> listArmor = new List <Equipment>(); // List<Equipment> secondListWeapons = new List<Equipment>(); // List<Equipment> secondListArmor = new List<Equipment>(); List <Equipment> firstEquipmentList = new List <Equipment>(); List <Equipment> secondEquipmentList = new List <Equipment>(); Random rand = new Random(); firstEquipmentList = this.FirstGladiator.Equipments.OrderBy(j => j.Initiative).ToList(); secondEquipmentList = this.SecondGladiator.Equipments.OrderBy(j => j.Initiative).ToList(); // if (firstEquipmentList.First ().Initiative == secondEquipmentList.First ().Initiative) { // sameAttacker = this.FirstGladiator; // sameDefender = this.SecondGladiator; // Console.WriteLine ("Cas 1"); // } //Choix du gladiateur qui attaquera en premier en fonction de l'initiative de leurs armes if (firstEquipmentList.First().Initiative < secondEquipmentList.First().Initiative) { attacker = this.FirstGladiator; defender = this.SecondGladiator; } else { attacker = this.SecondGladiator; defender = this.FirstGladiator; } while (attacker.State == true && defender.State == true) { Console.WriteLine("-------- Passe d'arme --------"); // if (sameAttacker == null && sameDefender == null) { for (int i = 0; i < attacker.Equipments.Count; i++) { if (attacker.Equipments [i].Type == "att" || attacker.Equipments [i].Type == "both") { if (attacker.Equipments [i].Name == "Filet" && attacker.Equipments [i].UniqueUse == false) { continue; } else { listWeapons.Add(attacker.Equipments [i]); } } } for (int i = 0; i < defender.Equipments.Count; i++) { if (defender.Equipments [i].Type == "def" || defender.Equipments [i].Type == "both") { listArmor.Add(defender.Equipments [i]); } } // } // else { // for (int i = 0; i < sameAttacker.Equipments.Count; i++) { // if (sameAttacker.Equipments [i].Type == "att" || sameAttacker.Equipments [i].Type == "both") { // listWeapons.Add (sameAttacker.Equipments [i]); // } // if (sameAttacker.Equipments [i].Type == "def" || sameAttacker.Equipments [i].Type == "both") { // listArmor.Add (sameAttacker.Equipments [i]); // } // } // // for (int i = 0; i < sameDefender.Equipments.Count; i++) { // if (sameDefender.Equipments [i].Type == "att" || sameDefender.Equipments [i].Type == "both") { // secondListWeapons.Add (sameDefender.Equipments [i]); // } // if (sameDefender.Equipments [i].Type == "def" || sameDefender.Equipments [i].Type == "both") { // secondListArmor.Add (sameDefender.Equipments [i]); // } // } // } Console.WriteLine("L'attaquant a " + listWeapons.Count + " arme(s)"); Console.WriteLine("Le défenseur a " + listArmor.Count + " armure(s)"); // Console.WriteLine ("Le défenseur a "+secondListWeapons.Count+" armes"); // Console.WriteLine ("Le défenseur a "+secondListArmor.Count+" armure"); //Attaque et défense successive des armes et des armures foreach (Equipment weapon in listWeapons) { if (attacker.Trap == true) { weapon.Attack = weapon.Attack / 2; Console.WriteLine(attacker.Name + " est piégé"); } if (defender.State == true) { if (weapon.Attack < rand.Next(100)) { Console.WriteLine(attacker.Name + " réussi son attaque avec un(e) " + weapon.Name); if (weapon.Name == "Filet" && weapon.UniqueUse == true) { defender.Trap = true; weapon.UniqueUse = false; } foreach (Equipment armor in listArmor) { if (weapon.Name == "Filet") { Console.WriteLine(defender.Name + " se prend un filet sur la tronche"); break; } else if (armor.Defense < rand.Next(100)) { Console.WriteLine(defender.Name + " bloque le coup avec un(e)" + armor.Name); break; } else { Console.WriteLine(defender.Name + " est mort.\r\n"); defender.State = false; winnerGladiator = attacker; defender.FightLost++; attacker.FightWin++; goto Outer; } } if (listArmor.Count == 0) { Console.WriteLine(defender.Name + " est mort."); defender.State = false; winnerGladiator = attacker; defender.FightLost++; attacker.FightWin++; goto Outer; } } else { Console.WriteLine(attacker.Name + " rate son attaque de " + weapon.Name); } } Outer : continue; } //Switch entre l'attaquant et le défenseur listWeapons.Clear(); listArmor.Clear(); Gladiator temp = attacker; attacker = defender; defender = temp; } //remise à neuf de nos braves gladiateurs pour les prochains combats this.FirstGladiator.State = true; this.SecondGladiator.State = true; this.FirstGladiator.Trap = false; this.SecondGladiator.Trap = false; for (int i = 0; i < this.FirstGladiator.Equipments.Count; i++) { if (this.FirstGladiator.Equipments [i].Name == "Filet") { this.FirstGladiator.Equipments [i].UniqueUse = true; } } for (int i = 0; i < this.SecondGladiator.Equipments.Count; i++) { if (this.SecondGladiator.Equipments [i].Name == "Filet") { this.SecondGladiator.Equipments [i].UniqueUse = true; } } return(winnerGladiator); }
private void Progress(Gladiator winner) { var generator = new ProgressGenerator(); var result = generator.Progress(winner); //View.AnnounceProgress(winner, result); }
private bool DoContinueFight(Gladiator a, Gladiator b) { return(!a.IsBeaten() && !b.IsBeaten()); }
public static void Main(string[] args) { ////// PLAYERS ////// Player player1 = new Player ("Daniel", "SMITH", "Dany"); Player player2 = new Player ("Ryan", "JOHNSON", "RJ"); Player player3 = new Player ("James", "WILLIAMS", "Jimy"); Player player4 = new Player ("Kyle", "BROWN", "Kyle"); ////// WEAPONS ////// Equipment petitBouclierRond = new SmallRoundShield (); Equipment bouclierRectangulaire = new RectangularShield (); Equipment casque = new Helmet (); Equipment dague = new Dagger (); Equipment epee = new Sword (); Equipment trident = new Trident (); Equipment lance = new Lance (); Equipment filet = new Net (); ////// TEAMS ////// Team teamRed = new Team ("teamRed", "La teamRed est la plus forte."); Team teamBlue = new Team ("teamBlue", "La teamBlue est la plus forte."); Team teamGreen = new Team ("teamGreen", "La teamGreen est la plus forte."); Team teamYellow = new Team ("teamYellow", "La teamYellow est la plus forte."); player1.AddTeam (teamRed); player2.AddTeam (teamBlue); player3.AddTeam (teamGreen); player4.AddTeam (teamYellow); /// TEAM RED Gladiator gladiatorR1 = new Gladiator ("gladiatorR1"); gladiatorR1.Equip (casque); gladiatorR1.Equip (trident); gladiatorR1.Equip (trident); gladiatorR1.Equip (casque); Gladiator gladiatorR2 = new Gladiator ("gladiatorR2"); gladiatorR2.Equip (filet); gladiatorR2.Equip (lance); Gladiator gladiatorR3 = new Gladiator ("gladiatorR3"); gladiatorR3.Equip (epee); gladiatorR3.Equip (petitBouclierRond); gladiatorR1.SetInitiativeTo (1); gladiatorR2.SetInitiativeTo (2); gladiatorR3.SetInitiativeTo (3); teamRed.AddGladiator (gladiatorR1); teamRed.AddGladiator (gladiatorR3); teamRed.AddGladiator (gladiatorR2); /// TEAM BLUE Gladiator gladiatorB1 = new Gladiator ("gladiatorB1"); gladiatorB1.Equip (dague); gladiatorB1.Equip (dague); gladiatorB1.Equip (petitBouclierRond); Gladiator gladiatorB2 = new Gladiator ("gladiatorB2"); gladiatorB2.Equip (dague); gladiatorB2.Equip (bouclierRectangulaire); Gladiator gladiatorB3 = new Gladiator ("gladiatorB3"); gladiatorB3.Equip (epee); gladiatorB3.Equip (casque); gladiatorB1.SetInitiativeTo (1); gladiatorB2.SetInitiativeTo (2); gladiatorB3.SetInitiativeTo (3); teamBlue.AddGladiator (gladiatorB1); teamBlue.AddGladiator (gladiatorB2); teamBlue.AddGladiator (gladiatorB3); /// TEAM GREEN Gladiator gladiatorG1 = new Gladiator ("gladiatorG1"); gladiatorG1.Equip (epee); gladiatorG1.Equip (petitBouclierRond); Gladiator gladiatorG2 = new Gladiator ("gladiatorG2"); gladiatorG2.Equip (dague); gladiatorG2.Equip (dague); gladiatorG2.Equip (petitBouclierRond); Gladiator gladiatorG3 = new Gladiator ("gladiatorG3"); gladiatorG3.Equip (lance); gladiatorG3.Equip (casque); gladiatorG1.SetInitiativeTo (1); gladiatorG2.SetInitiativeTo (2); gladiatorG3.SetInitiativeTo (3); teamGreen.AddGladiator (gladiatorG1); teamGreen.AddGladiator (gladiatorG2); teamGreen.AddGladiator (gladiatorG3); /// TEAM YELLOW Gladiator gladiatorY1 = new Gladiator ("gladiatorY1"); gladiatorY1.Equip (dague); gladiatorY1.Equip (dague); gladiatorY1.Equip (petitBouclierRond); Gladiator gladiatorY2 = new Gladiator ("gladiatorY2"); gladiatorY2.Equip (epee); gladiatorY2.Equip (petitBouclierRond); Gladiator gladiatorY3 = new Gladiator ("gladiatorY3"); gladiatorY3.Equip (trident); gladiatorY3.Equip (casque); gladiatorY1.SetInitiativeTo (1); gladiatorY2.SetInitiativeTo (2); gladiatorY3.SetInitiativeTo (3); teamYellow.AddGladiator (gladiatorY1); teamYellow.AddGladiator (gladiatorY2); teamYellow.AddGladiator (gladiatorY3); ////// TOURNAMENT ////// Tournament tournois = new Tournament(); tournois.AddTeam (teamGreen); tournois.AddTeam (teamYellow); tournois.AddTeam (teamBlue); tournois.AddTeam (teamRed); ////// TEST ////// tournois.Start (); Console.WriteLine ("STATISTIQUES :\r\n"); Console.WriteLine ("teamBlue winrate : "+ teamBlue.WinRate); Console.WriteLine ("teamGreen winrate : "+teamGreen.WinRate); Console.WriteLine ("teamRed winrate : "+teamRed.WinRate); Console.WriteLine ("teamYellow winrate : "+teamYellow.WinRate + "\r\n"); Console.WriteLine ("gladiatorB1 winrate : "+gladiatorB1.WinRate); Console.WriteLine ("gladiatorB2 winrate : "+gladiatorB2.WinRate); Console.WriteLine ("gladiatorB3 winrate : "+gladiatorB3.WinRate); Console.WriteLine ("gladiatorR1 winrate : "+gladiatorR1.WinRate); Console.WriteLine ("gladiatorR2 winrate : "+gladiatorR2.WinRate); Console.WriteLine ("gladiatorR3 winrate : "+gladiatorR3.WinRate); Console.WriteLine ("gladiatorG1 winrate : "+gladiatorG1.WinRate); Console.WriteLine ("gladiatorG2 winrate : "+gladiatorG2.WinRate); Console.WriteLine ("gladiatorG3 winrate : "+gladiatorG3.WinRate); Console.WriteLine ("gladiatorY1 winrate : "+gladiatorY1.WinRate); Console.WriteLine ("gladiatorY2 winrate : "+gladiatorY2.WinRate); Console.WriteLine ("gladiatorY3 winrate : "+gladiatorY3.WinRate); }