Exemple #1
0
        static void Main(string[] args)
        {
            Console.WriteLine("Soda Dungeon Adventure System");

            //initialize data that the adventure requires to run
            Stats.BuildDefaultStats();
            SkillId.CacheIds();
            Skill.CreateSkills();
            DungeonData.CreateDungeons();
            ItemId.CacheIds();
            Item.CreateItems();
            SpawnTable.CreateOreTables();
            SpawnPattern.CreateSpawnPatterns();
            SodaScript.CreateScripts();
            StatusEffect.CreateAncillaryTypeData();
            CharacterData.InitCharacterCollection();
            PlayerCharacterData.CreatePlayerCharacters();
            EnemyCharacterData.CreateEnemyCharacters();
            PoolManager.CreateObjectPools();

            //create two characters for our party and add them to a list. It's important that we create them as copies of the prototypes from the master character collection
            var character1 = (PlayerCharacterData)CharacterData.GetCopy(CharId.SODA_JUNKIE);
            var character2 = (PlayerCharacterData)CharacterData.GetCopy(CharId.NURSE);
            var character3 = (PlayerCharacterData)CharacterData.GetCopy(CharId.CARPENTER);
            var character4 = (PlayerCharacterData)CharacterData.GetCopy(CharId.NURSE);

            var playerCharacters = new List <PlayerCharacterData>();

            playerCharacters.Add(character1);
            playerCharacters.Add(character2);
            playerCharacters.Add(character3);
            playerCharacters.Add(character4);

            //create a new adventure in the castle, provide characters, and set input mode to auto (otherwise the adventure will stop and wait for player input)
            var adventure = new Adventure(DungeonId.CASTLE, playerCharacters);

            adventure.SetInputMode(AdventureInputMode.AUTO);

            //set this to true if you want the adventure to log a message every time it processes a step
            adventure.showVerboseOutput = false;

            //when input mode is set to auto, combat decisions will handled by soda script. however, we can still allow the player to choose random treasure chests and paths.
            //this is off by default; if you turn it on you must listen for events such as EAltPathsEncountered and respond with OnAltPathClicked(choice)
            adventure.requireInputForRandomChoices = false;

            //listen for various events to receive information about the adventure progress
            adventure.EBattleStarted         += OnBattleStarted;
            adventure.ESkillUsed             += OnSkillUsed;
            adventure.ESkillResolved         += OnSkillResolved;
            adventure.EEnemyLootEarned       += OnEnemyLootEarned;
            adventure.ECharactersDied        += OnCharactersDied;
            adventure.EAltPathsEncountered   += OnAltPathsEncountered;
            adventure.EAltPathConfirmed      += OnAltPathConfirmed;
            adventure.ETreasureRoomConfirmed += OnTreasureRoomConfirmed;

            //start the adventure
            adventure.Start();

            //read key so that the output window won't close immediately after the adventure finishes
            Console.ReadKey();
        }