Exemple #1
0
        /// <summary>
        /// an action in a fight is one of:
        /// * player play card
        /// * player drink pot
        /// * player end turn
        ///
        /// * enemy play card (enemyAttack)
        /// * enemy buff (or do nothing)
        /// * enemy playerStatusATtack
        /// </summary>
        public FightAction(FightActionEnum fightActionType, CardInstance card = null, IList <CardInstance> cardTargets = null, Potion potion = null,
                           IEntity target = null, List <string> history = null, long?key = null, List <long> keys = null, bool hadRandomEffects = false, bool playable = true)
        {
            CardTargets     = cardTargets;
            FightActionType = fightActionType;
            Potion          = potion?.Copy();
            CardInstance    = card?.Copy();
            Target          = target;
            History         = history;
            Keys            = keys;
            Key             = key;
            Random          = hadRandomEffects;

            // For console view, whether it can actually be chosen/played.
            Playable = playable;
            switch (fightActionType)
            {
            case FightActionEnum.Potion:
                if (hadRandomEffects != potion.Random)
                {
                    throw new Exception("Enemy moves always random.");
                }
                break;

            case FightActionEnum.PlayCard:
                if (hadRandomEffects && !card.Card.RandomEffects)
                {
                    throw new Exception("Unexpected");
                }
                //had => rE but RE !=> had since not every randomizable effect card will actually have an effect every time.
                break;

            case FightActionEnum.EndTurn:
            case FightActionEnum.StartTurnEffect:
            case FightActionEnum.EndTurnEffect:
            case FightActionEnum.EndTurnDeckEffect:
            case FightActionEnum.EndTurnOtherEffect:
            case FightActionEnum.StartFightEffect:
            case FightActionEnum.EndFightEffect:
            case FightActionEnum.EnemyDied:
            case FightActionEnum.EndEnemyTurn:

            case FightActionEnum.WonFight:
            case FightActionEnum.LostFight:
            case FightActionEnum.TooLong:
            case FightActionEnum.NotInitialized:
            case FightActionEnum.StartTurn:
                if (hadRandomEffects)
                {
                    throw new Exception($"{fightActionType} is not random since deck was already shuffled.");
                }
                break;

            case FightActionEnum.StartFight:
                if (!hadRandomEffects)
                {
                    throw new Exception($"StartFight should be random.");
                }
                break;

            case FightActionEnum.EnemyMove:
                if (!hadRandomEffects)
                {
                    throw new Exception("Enemy moves always random.");
                }
                //I need a key to disambiguate the same actions.
                //i.e. if a monster has two choices that would be key 0 and key 1.
                //harder is to find a way to handle draws. ideally it'd be hand.GetHash()
                break;
            }

            Validate();
        }
Exemple #2
0
        private void ApplyEffectSet(EffectSet ef, Player player, IEnemy enemy, List <string> history, Potion potion = null, CardInstance ci = null, bool subEffectSet = false)
        {
            //TODO not clear if this order is the most sensible really or not.
            //complex effects like afterImage + playing defend with neg dex.

            //What happens if a deckeffect has further effects like exhausting a card, and the player has a status that triggers on this?

            //TODO this is complicated.  Evolve actually adds new deckeffects in the deckeffect evaluation.
            foreach (var f in ef.DeckEffect)
            {
                f.Invoke(_Deck, history);
            }

            GainBlock(player, ef.PlayerEffect, history);
            ReceiveDamage(enemy, ef.EnemyEffect, ef, history, ci);

            GainBlock(enemy, ef.EnemyEffect, history);
            ReceiveDamage(player, ef.PlayerEffect, ef, history, ci);
            ApplyStatus(player, ef.PlayerEffect.Status, history);
            ApplyStatus(enemy, ef.EnemyEffect.Status, history);

            if (ef.PlayerEnergy != 0)
            {
                _Player.Energy += ef.PlayerEnergy;
                history.Add($"Gained ${ef.PlayerEnergy} to {_Player.Energy}");
            }


            ef.FightEffect.ForEach(fe => fe.Action.Invoke(this, _Deck, history));

            foreach (var en in _Enemies)
            {
                if (!en.Dead)
                {
                    if (en.HP <= 0)
                    {
                        history.Add($"{en.Name} Died at {en.HP} HP");
                        Died(en, history);
                    }
                }
            }
            if (_Player.HP <= 0)
            {
                if (!_Player.Dead)
                {
                    history.Add("Player Died");
                    Died(_Player, history);
                }
            }

            if (!subEffectSet)
            {
                while (ef.NextEffectSet.Count > 0)
                {
                    var next = ef.NextEffectSet.First();
                    ef.NextEffectSet.RemoveAt(0);
                    ApplyEffectSet(next, player, enemy, history, potion, ci);
                }
            }
        }
Exemple #3
0
        public List <string> GetList()
        {
            var label = FightActionType.ToString();

            //Certain types are always labelled
            switch (FightActionType)
            {
            case FightActionEnum.PlayCard:
                label = $"{CardInstance}";
                break;

            case FightActionEnum.Potion:
                label = "Potion:" + Potion.ToString();
                break;

            case FightActionEnum.EnemyDied:
                label = $"Enemy {Target} died";
                break;

            case FightActionEnum.StartTurn:
                break;

            case FightActionEnum.EndTurn:
            case FightActionEnum.WonFight:
            case FightActionEnum.LostFight:
            case FightActionEnum.TooLong:
                break;

            case FightActionEnum.EnemyMove:
                break;

            case FightActionEnum.StartFight:
                break;

            case FightActionEnum.StartFightEffect:
            case FightActionEnum.EndFightEffect:

            case FightActionEnum.StartTurnEffect:
            case FightActionEnum.EndTurnEffect:

            case FightActionEnum.EndTurnDeckEffect:
            case FightActionEnum.EndTurnOtherEffect:
            case FightActionEnum.EndEnemyTurn:
                break;

            case FightActionEnum.NotInitialized:
                break;

            default:
                throw new System.Exception();
            }


            //we always return a fighthistory.
            var res = new List <string>()
            {
                label
            };

            if (History != null)
            {
                res.AddRange(History);
            }
            if (Random)
            {
                //possibly unnecessary in interactive context.
                res.Add($" R:{Key}");
            }

            return(res);
        }