Exemple #1
0
        protected MoveResult AttemptMove(Wrestler attackingWrestler, Wrestler receivingWrestler, IMove move, MoveType moveType)
        {
            MoveResult result = MoveResult.NORMAL;

            switch (moveType)
            {
            case MoveType.NORMAL:
                result = attackingWrestler.AttemptMove(receivingWrestler, (MoveData)move);
                break;

            case MoveType.SIGNATURE:
                result = attackingWrestler.AttemptSignature(receivingWrestler, (SpecialMove)move);
                break;

            case MoveType.FINISHER:
                result = attackingWrestler.AttemptFinisher(receivingWrestler, (SpecialMove)move);
                break;
            }

            string   textToBuffer = null;
            MoveData moveData     = move.GetMove();

            switch (result)
            {
            case MoveResult.NORMAL:
                textToBuffer = moveData.description;
                if (move is SpecialMove)
                {
                    textToBuffer += " executing the {Move}";
                }
                break;

            case MoveResult.BLOCKED:
                textToBuffer = "{Receiver} blocked the {Move} attempt from {Attacker}";
                break;

            case MoveResult.COUNTERED:
                textToBuffer = "{Receiver} countered {Attacker}'s {Move} attempt";
                break;

            case MoveResult.DODGED:
                textToBuffer = "{Receiver} dodged {Attacker}'s {Move} attempt";
                break;
            }

            textToBuffer = FormatText(textToBuffer, attackingWrestler, receivingWrestler, move);
            Output.AddToOutput(textToBuffer);

            return(result);            //MoveResult is used as a return type so a subclass can decide what happens next
        }
Exemple #2
0
        private bool Step(int xPos, int yPos)
        {
            _currentIteration++;

            var currentSquare = _board.GetSquare(xPos, yPos);

            currentSquare.HasVisited = true;
            currentSquare.Value      = _currentIteration;

            Console.WriteLine(_board.Draw());

            if (_board.IsCovered())
            {
                _resultPath = new List <Square>();
                _resultPath.Add(_board.GetSquare(xPos, yPos));
                return(true);
            }

            var moves = _move.GetMove(currentSquare);

            foreach (var move in moves)
            {
                bool result = Step(move.X, move.Y);
                if (result)
                {
                    _resultPath.Add(currentSquare);
                    return(true);
                }
            }

            Console.WriteLine(_board.Draw());

            _currentIteration--;
            currentSquare.Value      = 0;
            currentSquare.HasVisited = false;
            return(false);
        }
Exemple #3
0
        //Left public because in the future there may be match specific moves
        public MoveResult AttemptMove(Wrestler receivingWrestler, IMove move, float costMultiplier = 1)
        {
            float staminaCost      = 0.4f * (byte)move.GetStaminaCost() * costMultiplier;
            float maxSuccessChance = myData.technique / staminaCost;

            //Without increasing this value, people with less technique than someone's counter stat can never ever land a move
            maxSuccessChance *= UsefulActions.ClampValue(GetStaminaAsAPercentage()) * 3;

            MoveData moveData = move.GetMove();
            float    damage   = GetDamageByOffenceType(moveData) * staminaCost;

            damage = UsefulActions.RandomiseNumber(damage);

            ConsumeStamina(MOVE_BASE_STAMINA_COST * staminaCost);
            MoveResult result = receivingWrestler.ReceiveMove(maxSuccessChance, moveData, damage);

            receivingWrestler.ChangeTarget(this);              //Without this, multi-man matches get kinda silly with someone getting beat up for free

            if (result == MoveResult.COUNTERED)
            {
                AddStun(receivingWrestler.GetCounterStunLength());
                ChangePosition(moveData.reversalPosition);
                return(result);
            }

            if (result == MoveResult.NORMAL)
            {
                AddMomentum(MOVE_BASE_MOMENTUM_GAIN + damage / 50);                  //No charisma stat, simply made it so that wrestlers who hit harder gain more momentum
            }

            float moveTime = UsefulActions.RandomiseNumber(moveData.lowerMoveTime, moveData.upperMoveTime);              //How long the move took

            AddCooldown(moveTime);
            receivingWrestler.AddStun(moveTime);

            return(result);
        }
Exemple #4
0
 /// <summary>
 /// The human player's action
 /// </summary>
 public PlayerAction GetAction(IMove moveProvider)
 {
     return(moveProvider.GetMove());
 }