public bool checkIfCharDead(GameData.Models.Character character) { if (character.Health <= 0) { return(true); } return(false); }
public GameData.Models.Character calcOnDeadMoney(GameData.Models.Character character) { character.gold = character.gold - (int)(character.gold * 0.10); if (character.gold <= 0) { character.gold = 0; } return(character); }
public bool checkifUserExists() { GameData.Models.Character Charater = _context.Characters.SingleOrDefault(m => m.UserID == _user); if (Charater == null) { return(false); } return(true); }
public void checkcalcOnDeadMoney() { RobesAndArmorGit.Logic.CharacterDeadCalc characterDeadCalc = new RobesAndArmorGit.Logic.CharacterDeadCalc(); GameData.Models.Character character = new GameData.Models.Character(); character.gold = 500; Assert.Equal(450, characterDeadCalc.calcOnDeadMoney(character).gold); }
public void checkIfCharDead() { GameData.Models.Character character = new GameData.Models.Character(); character.Health = 0; RobesAndArmorGit.Logic.DamageCalc damageCalc = new RobesAndArmorGit.Logic.DamageCalc(); Assert.True(damageCalc.checkIfCharDead(character)); }
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); }
public async Task <IActionResult> shop() { ApplicationUser user = await GetCurrentUserAsync(); var character = _context.Characters.SingleOrDefault(m => m.UserID == user.UserName); GameData.Models.Character myChar = character; var Items = _context.Items.ToList().Where(m => m.Level <= character.Level); return(View(Items)); }
public Models.ViewModels.Damage calcDamage(GameData.Models.Character character, GameData.Models.Enemy enemy) { //dammage calcs Models.ViewModels.Damage damage = new Models.ViewModels.Damage(); character.Health = character.Health - enemy.Atk; enemy.Health = enemy.Health - character.str; damage.character = character; damage.enemy = enemy; return(damage); }
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 void testCharacterDamage() { RobesAndArmorGit.Logic.DamageCalc damageCalc = new RobesAndArmorGit.Logic.DamageCalc(); GameData.Models.Character character = new GameData.Models.Character(); character.str = 50; character.Health = 200; GameData.Models.Enemy enemy = new GameData.Models.Enemy(); enemy.Atk = 50; enemy.Health = 100; RobesAndArmorGit.Models.ViewModels.Damage damageView = damageCalc.calcDamage(character, enemy); Assert.Equal(50, damageView.enemy.Health); }
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(); }
public async Task <IActionResult> battle() { ApplicationUser usr = await GetCurrentUserAsync(); GameData.Models.Character character = _context.Characters.SingleOrDefault(m => m.UserID == usr.UserName); Models.ViewModels.Battle battle = new Models.ViewModels.Battle(); if (checkForExistingBattle(character) == false) { battle.battle = newBattle(character); } else { battle.battle = _context.battles.SingleOrDefault(m => m.characterID == character.Id); } battle.enemy = _context.Enemies.SingleOrDefault(m => m.Id == battle.battle.enemyId); battle.character = character; return(View(battle)); }