Esempio n. 1
0
 /// <summary>
 /// Adds the move in list of available moves for the specific match
 /// </summary>
 /// <returns><c>true</c>, if move was added, <c>false</c> otherwise.</returns>
 /// <param name="move">Move.</param>
 public bool AddMove(Move move)
 {
     if (AvailableMoves.FindIndex(a => a.Label.ToLower() == move.Label.ToLower()) == -1)
     {
         AvailableMoves.Add(move);
         return(true);
     }
     else
     {
         WriteLine("Move with label {0} exists!", move.Label);
     }
     return(false);
 }
Esempio n. 2
0
        public Warrior(int level, IChanceService chanceService, string name = null) :
            base(name ?? "Warrior"
                 , level
                 , LevelUpManager.GetHealthByLevel <Warrior>(level)
                 , LevelUpManager.GetManaByLevel <Warrior>(level)
                 , LevelUpManager.GetStrengthByLevel <Warrior>(level)
                 , LevelUpManager.GetDefenseByLevel <Warrior>(level)
                 , LevelUpManager.GetSpeedByLevel <Warrior>(level)
                 , LevelUpManager.GetEvadeByLevel <Warrior>(level)
                 , LevelUpManager.GetLuckByLevel <Warrior>(level)
                 , chanceService
                 , SpellFactory.GetSpellsByLevel <Warrior>(level)
                 , MoveFactory.GetMovesByLevel <Warrior>(level))
        {
            _attackIndex          = AvailableMoves.FindIndex(bm => bm.MoveType == BattleMoveType.Attack);
            _evadeIndex           = AvailableMoves.FindIndex(bm => bm.MoveType == BattleMoveType.Status && (bm as StatusMove)?.Status is AutoEvadeStatus && !((AutoEvadeStatus)((StatusMove)bm).Status).ShouldCounterAttack);
            _evadeAndCounterIndex = AvailableMoves.FindIndex(bm => bm.MoveType == BattleMoveType.Status && (bm as StatusMove)?.Status is AutoEvadeStatus && ((AutoEvadeStatus)((StatusMove)bm).Status).ShouldCounterAttack);
            _attackBoostIndex     = AvailableMoves.FindIndex(bm => bm.MoveType == BattleMoveType.Status && (bm as StatusMove)?.Status is StatMultiplierStatus);

            _attackBoostMove = AvailableMoves[_attackBoostIndex] as StatusMove;
        }
Esempio n. 3
0
        /// <summary>
        /// Gets a tactical move based on previous Player 1 move. If we are currently in Game 1 (no previous move), then a random move is returned
        /// </summary>
        /// <returns>The tactical move.</returns>
        /// <param name="maxRange">Max range to choose a move from the list of available moves.</param>
        public int GetTacticalMove(int maxRange)
        {
            // if this is game 1 (not previous move from Player 1) return random
            if (this.MovesHistory.Count == 0)
            {
                return(new Random().Next(1, maxRange));
            }
            else
            {
                // Previous move of Player 1
                int  item         = this.MovesHistory[this.MovesHistory.Count - 1].Item1;
                Move previousMove = AvailableMoves[item];
                foreach (var moveItem in AvailableMoves)
                {
                    if (moveItem.FindIfBeats(previousMove))
                    {
                        // this move beats previous Player 1 move
                        return(AvailableMoves.FindIndex(a => a.Label == moveItem.Label));
                    }
                } //end foreach

                return(new Random().Next(1, maxRange)); // Added because of a warning in editor and just in case I missed something
            } //end else
        }