Exemple #1
0
        void AttackAfterMove(ref StackUnit choosenUnit)
        {
            ConsoleKey read;
            Coord?     selectedCoord = null;

            do
            {
                read = 0;
                Console.SetCursorPosition(arrow.pos.x * 5 + 39, arrow.pos.y * 3 + 2);
                if (Console.KeyAvailable)
                {
                    read = ReadyForInput();
                }

                if (read != 0)
                {
                    if (read == ConsoleKey.Escape)
                    {
                        return;
                    }
                    selectedCoord = arrow.ControlArrows(read);
                    arrow.PrintControllArrows();
                }
                Thread.Sleep(1);
            } while (selectedCoord == null);


            StackUnit currEnemyUnit = GetEnemyPlayer().GetUnit(selectedCoord.Value);

            if (currEnemyUnit != null)
            {
                UnitAttack?dealedDmg = choosenUnit.Attack(selectedCoord.Value);
                if (dealedDmg.HasValue)
                {
                    currEnemyUnit.GetAttack(
                        new UnitAttack((short)(dealedDmg.Value.physicalDmg * choosenUnit.GetLuckBonus(currPlayer.hero)),
                                       (byte)(dealedDmg.Value.attack + currPlayer.hero.atk)),
                        GetEnemyPlayer().hero
                        );

                    if (currEnemyUnit.isAttackBack && currEnemyUnit.IsAlive())
                    {
                        dealedDmg = currEnemyUnit.Attack(choosenUnit.pos);
                        choosenUnit.GetAttack(
                            new UnitAttack((short)(dealedDmg.Value.physicalDmg * currEnemyUnit.GetLuckBonus(GetEnemyPlayer().hero)),
                                           (byte)(dealedDmg.Value.attack + GetEnemyPlayer().hero.atk)),
                            currPlayer.hero
                            );
                        SingleLogBattle.log.LogAddToLine(" (Back)");
                        currEnemyUnit.isAttackBack = false;
                    }

                    currEnemyUnit.ClearColorBeforeMove(ref map);
                }
            }
        }
Exemple #2
0
        void PeekUnitGetInput(ref StackUnit choosenUnit)
        {
            ConsoleKey read;
            Coord?     selectedCoord = null;
            bool       endOfTurn     = false;

            choosenUnit.ColorBeforeMove();

            do
            {
                read = 0;
                Console.SetCursorPosition(arrow.pos.x * 5 + 39, arrow.pos.y * 3 + 2);
                if (Console.KeyAvailable)
                {
                    read = ReadyForInput();
                }

                if (read != 0)
                {
                    if (read == ConsoleKey.Escape)
                    {
                        goto EXIT_WITHOUT_MOVE;
                    }
                    selectedCoord = arrow.ControlArrows(read);
                    arrow.PrintControllArrows();
                }
                Thread.Sleep(1);
            } while (selectedCoord == null);

            if (currPlayer.GetUnit(arrow.pos) != null)
            {
                goto EXIT_WITHOUT_MOVE;
            }

            StackUnit currEnemyUnit = GetEnemyPlayer().GetUnit(selectedCoord.Value);

            choosenUnit.isAttackBack = true;
            if (currEnemyUnit == null)
            {
                endOfTurn = choosenUnit.Move(selectedCoord.Value, ref map);
                if (endOfTurn && IsEnemyAround(ref choosenUnit))
                {
                    PrintCurrState();
                    choosenUnit.ColorBeforeMove();
                    AttackAfterMove(ref choosenUnit);
                }
            }
            else
            {
                UnitAttack?dealedDmg = choosenUnit.Attack(selectedCoord.Value);
                if (dealedDmg.HasValue)
                {
                    endOfTurn = true;
                    currEnemyUnit.GetAttack(
                        new UnitAttack((short)(dealedDmg.Value.physicalDmg * choosenUnit.GetLuckBonus(currPlayer.hero)),
                                       (byte)(dealedDmg.Value.attack + currPlayer.hero.atk)),
                        GetEnemyPlayer().hero
                        );
                    if (currEnemyUnit.isAttackBack && currEnemyUnit.IsAlive())
                    {
                        dealedDmg = currEnemyUnit.Attack(choosenUnit.pos);
                        choosenUnit.GetAttack(
                            new UnitAttack((short)(dealedDmg.Value.physicalDmg * currEnemyUnit.GetLuckBonus(GetEnemyPlayer().hero)),
                                           (byte)(dealedDmg.Value.attack + GetEnemyPlayer().hero.atk)),
                            currPlayer.hero
                            );
                        SingleLogBattle.log.LogAddToLine(" (Back)");
                        currEnemyUnit.isAttackBack = false;
                    }
                    currEnemyUnit.ClearColorBeforeMove(ref map);
                }
            }

            if (endOfTurn)
            {
                ChangePlayer();
            }

EXIT_WITHOUT_MOVE:
            choosenUnit.ClearColorBeforeMove(ref map);
        }