public void Defend(int damage, bool bonus, Dice defenseDie)
        {
            //to make it more realistic, I'm going to detect a random amount from the incoming damage
            int defenseValue = defenseDie.Roll();
            //to me, a bonus attack would be a straight additive term to the damage, but I didn't architect this.
            int bonusAttack = 1;

            if (bonus)
            {
                bonusAttack = 2;
            }
            //conceivably, the defense value could be greater than damage, resulting in IMPROVED health. This takes care of that scenario.
            this.Health -= Math.Max(damage * bonusAttack - defenseValue, 0);
        }
Exemple #2
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 public int Attack(Dice dice)
 {
     dice.Sides = DamageMaximum;
     return(dice.Roll());
 }
Exemple #3
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 public int Attack(Dice number)
 {
     number.Sides = this.DamageMaximum;
     return(number.Roll());
 }
Exemple #4
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        protected void Page_Load(object sender, EventArgs e)
        {
            Character hero = new Character();

            hero.Name          = "Hero";
            hero.Health        = 100;
            hero.DamageMaximum = 15;
            hero.AttackBonus   = false;

            Character monster = new Character();

            monster.Name          = "Monster";
            monster.Health        = 150;
            monster.DamageMaximum = 20;
            monster.AttackBonus   = true;

            Dice d20 = new Dice();

            d20.Sides = 20;

            Random random     = new Random();
            int    bonusCheck = random.Next();

            if (hero.AttackBonus)
            {
                resultLabel.Text += String.Format("<p>{0} was sneaky and attacked before {1} was ready!<p>", hero.Name, monster.Name);
                monster.Defend(hero.Attack(d20.Roll()));
            }

            if (monster.AttackBonus)
            {
                resultLabel.Text += String.Format("<p>{0} was sneaky and attacked before {1} was ready!<p>", monster.Name, hero.Name);
                hero.Defend(monster.Attack(d20.Roll()));
            }

            resultLabel.Text += "Let the battle begin!<br />";

            int round = 0;

            while (hero.Health > 0 && monster.Health > 0)
            {
                round++;
                printStats(hero);
                printStats(monster);

                resultLabel.Text += "<p>Round " + round.ToString() + ": <p>";

                int damage = hero.Attack(d20.Roll());
                monster.Defend(damage);
                resultLabel.Text += String.Format("<p>{0} attacks, dealing {1} points of damage to {2}<p>",
                                                  hero.Name, damage, monster.Name);

                damage = monster.Attack(d20.Roll());
                hero.Defend(damage);
                resultLabel.Text += String.Format("<p>{0} attacks, dealing {1} points of damage to {2}<p>",
                                                  monster.Name, damage, hero.Name);
            }

            displayResult(hero, monster);

            /*if (hero.Health <= 0 && monster.Health <= 0)
             *  {
             *      resultLabel.Text += String.Format("<p>After a long and protracted battle, {0} slew {1} but then, alas, {0} "
             + " succumbed to her own injuries.<p>", hero.Name, monster.Name);
             +      resultLabel.Text += "<P> Final Stats: <p>";
             +
             +      printStats(hero);
             +      printStats(monster);
             +  }
             +  else if (hero.Health <= 0)
             +  {
             +      resultLabel.Text += String.Format("<p>Pushed beyond the limits of her endurance, {0} stares into the abyss of {1} and goes utterly mad.", hero.Name, monster.Name);
             +      resultLabel.Text += "<P> Final Stats: <p>";
             +
             +      printStats(hero);
             +      printStats(monster);
             +  }
             +  else
             +  {
             +      resultLabel.Text += String.Format("<p>{0} stands triumphant, having defeated {1} unequivacably.", hero.Name, monster.Name);
             +      resultLabel.Text += "<P> Final Stats: <p>";
             +
             +      printStats(hero);
             +      printStats(monster);
             +  } */
        }
 public int Attack(Dice Attack)
 {   //Only allow the maximum amount (up to 2000) for a given hero (anything less, too, of course)
     return(Math.Min(Attack.Roll(), DamageMaximum));
 }
 public int Attack(Dice dice)
 {
     dice.Sides = DamageMaximum + 1;
     return dice.Roll();
 }
Exemple #7
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        public int Attack(Dice diceRoll)
        {
            diceRoll.Sides = this.DamageMaximum; //Sets the sides of the dice to the damage maximum

            return(diceRoll.Roll());
        }